Answer by KvanteTore
One way of solving would be to make the arrow out of two rigidbodies, a tip and a tail, connected with a FixedJoint. If you then make the tip heavier than the tail, and/or have a larger drag on the...
View ArticleAnswer by StephanK
Another way that should work is to adjust the arrows rigidbody.centerOfMass so that it is closer to the tip.
View ArticleAnswer by runevision
The arrow rotates in real life due to wind resistance that pushes on the arrow in a way that is specific to the shape of the arrow. That is overly complicated to simulate "realistically" in a game, so...
View ArticleAnswer by Ryder
Actually, it's easy to do with one line of code. In this case, + .y is the direction of travel for the object (as if your arrow was modeled with the tip up). don't give the rigidbody any drag You just...
View ArticleAnswer by tylo
This is how I do it.void FixedUpdate(){ if(rigidbody.velocity != Vector3.zero) rigidbody.rotation = Quaternion.LookRotation(rigidbody.velocity); }
View ArticleAnswer by KvanteTore
One way of solving would be to make the arrow out of two rigidbodies, a tip and a tail, connected with a FixedJoint. If you then make the tip heavier than the tail, and/or have a larger drag on the...
View ArticleAnswer by StephanK
Another way that should work is to adjust the arrows rigidbody.centerOfMass so that it is closer to the tip.
View ArticleAnswer by runevision
The arrow rotates in real life due to wind resistance that pushes on the arrow in a way that is specific to the shape of the arrow. That is overly complicated to simulate "realistically" in a game, so...
View ArticleAnswer by Ryder
Actually, it's easy to do with one line of code. In this case, + .y is the direction of travel for the object (as if your arrow was modeled with the tip up). don't give the rigidbody any drag You just...
View ArticleAnswer by tylo
This is how I do it.void FixedUpdate(){ if(rigidbody.velocity != Vector3.zero) rigidbody.rotation = Quaternion.LookRotation(rigidbody.velocity); }
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