I am trying to implement a form of Faux Gravity in my game. The code works fine on it's own but when I plug it into the ORK Framework, it does weird things. I think most of it can be solved by adding my own controller, but my biggest problem is that my interactive controller flies away. Not sure why, does anyone know what is going on with this?
My second biggest question is does anyone know what goes on under the hood as far as gravity and such, is ORK changing the velocity on it's own, because one of the things I noticed is that without the ORK gravity on it doesn't work... which it should since I am pulling it towards it. Any thoughts on how to make gravity work like this?
About second thing, i didn't understand very well, sorry, but i think (i could be wrong!) ORK gravity is applied at the end, so if it is set to 0, will change back to 0 your own gravity setting...
As i already said, i'm a newbie to Unity/ORK, i could be totally wrong! :)
My old entry for Indie Game Making Contest 2015
To prevent the rigidbody of the IC from interfering (should also solve the 'flying away'), enable all constraints in the inspector (freeze position/rotation).
When using your own physics/gravity, you'll need to also use your own controls, own move component in the move AI and probably also need to create custom scripts for moving things around in the event system.
Turning of the Use Gravity option in the movement steps will prevent using the default gravity, but still wont use a custom one :)
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My old entry for Indie Game Making Contest 2015
When creating a IC with the scene wizard, it'll automatically have constraints enabled.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!