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;
    }
Exemple #2
0
    private void FixedUpdate()
    {
        if (Time.time > 5f)
        {
            _unityBody.Rigidbody.isKinematic = true;
            _unityBody.enabled = false;
            return;
        }

        PlayerSimulation.Simulate(_simConfig, _unityBody, GetInput(Time.fixedTime));
    }
Exemple #3
0
 private void FixedUpdate()
 {
     //_body.AddTorque(new Vector3(10f * Input.GetAxis("Roll"), 0f, 0f), ForceMode.Force);
     PlayerSimulation.Simulate(_config, _body, SampleInput());
 }