I'm struggling with false Gravity in a Cylinder or Capsule. Basically I thought I could take the same Code as for spherical gravity, which does not work. So I changed some lines to get a better result.
[SerializeField] float gravity = 10;
public void Attract ( Transform target )
{
Vector3 gravityUp = (target.position - new Vector3(transform.position.x, transform.position.y,target.position.z)).normalized;
Vector3 bodyDown = -target.up;
Rigidbody rb = target.GetComponent<Rigidbody>();
rb.AddForce(gravityUp * gravity);
Quaternion targetRotation = Quaternion.FromToRotation(bodyDown, gravityUp) * target.rotation;
targetRotation.x = 0;
target.rotation = Quaternion.Slerp(target.rotation, targetRotation, 30.0f * Time.deltaTime);
}
This worked OK on the first try. But the Player(target) can't rotate one the Y-Axis. Does anyone have any ideas?
OK, I tried the following.
Quaternion targetRotation = Quaternion.FromToRotation(bodyDown, gravityUp) * target.rotation;
targetRotation.x = 0;
target.rotation = Quaternion.Slerp(target.rotation, targetRotation, 30.0f * Time.deltaTime);
Now I use the Surface normal to rotate the Player.
if (Physics.Raycast(attractedBody.transform.position + attractedBody.transform.forward, -attractedBody.transform.up, out hit, distance))
{
surfaceNorm = hit.normal;
}
But without Rigidbody Contrains the Player starts rotating without any Input. So I have to use:
rb.constraints = RigidbodyConstraints.FreezeRotation;
This works.