void FixedUpdate() { bool enableEngine = false; _lastAcceleration = Vector3.zero; if (_rotateLeftIntention) { transform.Rotate(new Vector3(0, -1 * GameParams.SPACESHIP_ROTATION_SPEED, 0)); } if (_rotateRightIntention) { transform.Rotate(new Vector3(0, 1 * GameParams.SPACESHIP_ROTATION_SPEED, 0)); } if (_accelerateIntention) { var vel = (aim.position - center.position).normalized * GameParams.SPACESHIP_ACCELERATION; vel = CheckForce(vel); rb.AddForce(vel); _lastAcceleration = vel; enableEngine = true; //rb.velocity.Set(vel.x, vel.y, vel.z); } if (_shotIntention) { weapon.Shot(); } ResetIntentions(); engineFire.SetActive(enableEngine); }