I have decided to recreate my game using physics. Now I try to align the rotation of the rigidbody with the rotation of the object to climb. Previously I used getRotation()
and setRotation()
. I don’t think this is an option with a dynamic rigidbody. I tried diffrent ways, lik the rule below, but setting the rotation doesn’t work at all. Anyone an idea what I do wrong?
player.rigidbody.teleport(targetBottom.getPosition(), targetBottom.getEulerAngles());
![image](//forum-files-playcanvas-com.s3.dualstack.eu-west-1.amazonaws.com/original/3X/e/1/e1c2e497a17b738419d0c6f3d1ddc89ce6be2d66.jpeg)
Hi @Albertos,
I think what you tried should work, if you tweak the rotation angles.
If you used in the past getRotation/setRotation that returns a quaternion. Whereas teleport excepts euler angles.
It should work if you find the right angle, since it works in a similar way.
The third person controller example uses teleport together with position and rotation angles to move the character. Check it out (PlayerMovement.js) script:
https://developer.playcanvas.com/en/tutorials/third-person-controller/
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Alright, I found the problem. Because lookAt
is not possible on a dynamic rigidbody, I use this on the model, so the rotation of the model deviates from the parent. When climbing, I still had to reset the model to the original rotation. Thanks @Leonidas!
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