Making the rigidbody interactions on my "rocket" a little more complex

2022-08-06 19-00-40 (Stitched Clip)_3

This was a toughie. My goal was to get the rockets on the dog to rotate along with the rigidbody sim from the lesson, but not have the dog itself rotate. I had to do a few things in the end, and I ended up pulling from my experience as a character rigger which was pretty fun.

  1. I had to write a script that queried the main object’s Z rotation and applied an inverse rotation to a parent transform above the goggles, dog, and harness mesh.
  2. I had to make sure that all of the transforms were in the same spot.
  3. I ended up applying a mesh collider on the actual dog’s geo. Since the dog model was too complex, Unity auto-simplified the collision geometry. The end result was actually pretty good.
  4. Since Rick’s instructions called for the main object’s transformations to be constantly frozen and unfrozen, it ended up unfrozen, making the dog roll away after landing. I solved it by simply keeping all transforms frozen at all times.

I’m pretty happy with the results! Moving this guy around is actually kinda fun.

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