[quote=“codingmonkey”]>ThisNode rotation it jumps outside the collision boxes and disappear.
Maybe somewhere you have forgotten world biggest rigidbody enabled ? And this little ships’s RB just placed within it, and what why it jumps I guessing.
Anyway, is your’s “ThisNode” have rigidbody component? It must do not have it, RB only for parent of “ThisNode” for basic colliding with wall and floor…
ThisNode must have only:
Staticmodel (and if needed right oriented with additional child node)
and parent of “ThisNode” may have RB and basic collision shape.
RB must have a mass > 0
Angular factor must set to 0 to avoid rotations
in this situation you do your orientation to target only with “ThisNode” ->LockAt ( )
and movement/scale(not rotations!) only with parent of “ThisNode”[/quote]
You’re confusing me. From the code shown. There is one node with staticmodel. The other components are not physical so it should not affect the node.
ThisNode->Component(StaticModel,RigidBody, CollisonShape matching the size of the StaticModel) (has no child nodes) with Mass > 0 and AngularVelocity=1 Physics can affect rotation.
If I apply impulses everything works fine.
Now if I set the rotation for for example
Rotate (CurrentRotation * Quaternion(+1degree, on Y axis). It works
If I try a more complicated one to target another spot.
That’s where I am having problems. It’s improperly calculating the proper which I need to make the equation work.