If the snake turns, the body(-parts) follow the exact path of the head. You try to use physics on a movement that's not based on physics. Thanks, Let me know if I need to include any more information. Does Anyone have any ideas on how to approach this? I was hoping to make some type of joint (hinged, configurable, etc) work because I think it would apply a nice chain snake effect but I'm open for ideas. The segments seem to pull on the snake head affecting its rotation and I can't tweak the settings for the life of me to find a proper effect.Īlso, Keep in mind it's all 3d instead of the Classic Snake, so no tiles are involved pure Unity physics. When I attempt to use the hinged joints with these controllers in mind, I get very unfamiliar results as to what I imagined it would work. I wanted the snake to be strung together with these joints, but I've ran into a few problems.Ĭurrently my SnakeMotor.cs script continually applies force to the snake's forward vector (keeping the snake always moving like the original) and my SnakeController.cs rotates the snake on its up vector (left or right) depending on user input. ![]() I was thinking I could attach a hinged joint to my main snake object (the head) and make all the Connected bodies snake segments (little segments that increase in number as you eat the apples). Remember Snake? Well I'm currently recreating it, but I've gotten stuck on the basis of my idea.
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