private void FixedUpdate() { //_body.AddTorque(new Vector3(10f * Input.GetAxis("Roll"), 0f, 0f), ForceMode.Force); PlayerSimulation.Simulate(_simConfig, _body, RealBodyTest.SampleInput()); _body.Integrate(Time.fixedDeltaTime); transform.position = _body.State.Position; transform.rotation = _body.State.Rotation; }
private void FixedUpdate() { if (Time.time > 5f) { _unityBody.Rigidbody.isKinematic = true; _unityBody.enabled = false; return; } PlayerSimulation.Simulate(_simConfig, _unityBody, GetInput(Time.fixedTime)); }
private void FixedUpdate() { //_body.AddTorque(new Vector3(10f * Input.GetAxis("Roll"), 0f, 0f), ForceMode.Force); PlayerSimulation.Simulate(_config, _body, SampleInput()); }