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Mar 21st, 2018
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  1. void Start ()
  2. {
  3. body = GetComponent<Rigidbody> ();
  4.  
  5. forward_speed = 0f;
  6. forward_max_speed = .9f;
  7. forward_acceleration = .02f;
  8. forward_movement = Vector3.zero;
  9. rotation_multiplier = 2.5f;
  10. }
  11.  
  12. //////////////////////////////////////////////////
  13.  
  14. void FixedUpdate ()
  15. {
  16. if (key_up)
  17. {
  18. if (forward_speed < forward_max_speed) forward_speed += forward_acceleration;
  19. }
  20. else if (key_down)
  21. {
  22. if (forward_speed > -forward_max_speed) forward_speed -= forward_acceleration;
  23. }
  24. else
  25. {
  26. if (forward_speed > -.1f && forward_speed < .1f) forward_speed = 0f;
  27. if (forward_speed != 0f) forward_speed = forward_speed * 0.9f;
  28. }
  29.  
  30. if (key_left) turning_rotation = forward_speed * -rotation_multiplier;
  31. if (key_right) turning_rotation = forward_speed * rotation_multiplier;
  32.  
  33. // rotation
  34. transform.Rotate (0f, turning_rotation, 0f);
  35.  
  36. // forward
  37. forward_movement = transform.forward * forward_speed;
  38. body.MovePosition (body.position + forward_movement);
  39. }
  40.  
  41. void Start ()
  42. {
  43. body = GetComponent<Rigidbody> ();
  44.  
  45. forward_speed = 0f;
  46. forward_max_speed = 50f;
  47. forward_acceleration = 1f;
  48. forward_movement = Vector3.zero;
  49. rotation_multiplier = .067f;
  50. }
  51.  
  52. //////////////////////////////////////////////////
  53.  
  54. void FixedUpdate ()
  55. {
  56. if (key_up)
  57. {
  58. if (forward_speed < forward_max_speed) forward_speed += forward_acceleration;
  59. }
  60. else if (key_down)
  61. {
  62. if (forward_speed > -forward_max_speed) forward_speed -= forward_acceleration;
  63. }
  64. else
  65. {
  66. if (forward_speed > -.1f && forward_speed < .1f) forward_speed = 0f;
  67. if (forward_speed != 0f) forward_speed = forward_speed * 0.9f;
  68. }
  69.  
  70. if (key_left) turning_rotation = forward_speed * -rotation_multiplier;
  71. if (key_right) turning_rotation = forward_speed * rotation_multiplier;
  72.  
  73. // rotation
  74. transform.Rotate (0f, turning_rotation, 0f);
  75.  
  76. // forward
  77. body.velocity = transform.forward * forward_speed;
  78. }
  79.  
  80. void Start ()
  81. {
  82. body = GetComponent<Rigidbody> ();
  83.  
  84. forward_speed = 0f;
  85. forward_max_speed = 70f;
  86. forward_acceleration = 5f;
  87. forward_movement = Vector3.zero;
  88. rotation_multiplier = .02f;
  89. }
  90.  
  91. //////////////////////////////////////////////////
  92.  
  93. void FixedUpdate ()
  94. {
  95. if (key_up)
  96. {
  97. if (forward_speed < forward_max_speed) forward_speed += forward_acceleration;
  98. }
  99. else if (key_down)
  100. {
  101. if (forward_speed > -forward_max_speed) forward_speed -= forward_acceleration;
  102. }
  103. else
  104. {
  105. if (forward_speed > -.1f && forward_speed < .1f) forward_speed = 0f;
  106. if (forward_speed != 0f) forward_speed = forward_speed * 0.9f;
  107. }
  108.  
  109. if (key_left) turning_rotation = forward_speed * -rotation_multiplier;
  110. if (key_right) turning_rotation = forward_speed * rotation_multiplier;
  111.  
  112. // rotation
  113. transform.Rotate (0f, turning_rotation, 0f);
  114.  
  115. // forward
  116. forward_movement = transform.forward * forward_speed;
  117. body.AddForce (forward_movement, ForceMode.Acceleration);
  118. }
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