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Channel: Answers for "Realistic rotation of flying arrow?"
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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...

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Answer by StephanK

Another way that should work is to adjust the arrows rigidbody.centerOfMass so that it is closer to the tip.

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Answer 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...

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Answer 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...

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Answer 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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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 Article

Answer by StephanK

Another way that should work is to adjust the arrows rigidbody.centerOfMass so that it is closer to the tip.

View Article

Answer 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 Article


Answer 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 Article


Answer 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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