转弯时自行车运动感觉就像自行车在冰上

bike movement feels like the bike's on ice when turning

每当我转动我的自行车时,感觉就像在滑动。这是脚本

    [SerializeField] float turn;
    [SerializeField] float maxSpeed;
    [SerializeField] GameObject bikeParts;
    [SerializeField] float tilt = 20f;
 
    Rigidbody rb;
    float lastY;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }
    void Update()
    {
        float straightMov = Input.GetAxis("Vertical");
        float horizontalMov = Input.GetAxis("Horizontal");


        ControlStraightMov(straightMov);
        ControlWeightTurning(horizontalMov);

        lastY = transform.position.y;
    }

    private void ControlWeightTurning(float horizontalMov)
    {
        Vector3 bikePartsRot = bikeParts.transform.eulerAngles;
        bikePartsRot.x = tilt * horizontalMov;
        bikeParts.transform.eulerAngles = bikePartsRot;

        transform.Rotate(0f, (turn * Time.deltaTime) * horizontalMov, 0f);
    }

    private void ControlStraightMov(float straightMov)
    {
        if (straightMov > 0)
        {
            rb.AddRelativeForce((accel * Time.deltaTime) * -straightMov, 0f, 0f);
        }
        else if (straightMov < 0)
        {
            rb.AddRelativeForce(((accel / 1.3f * Time.deltaTime) * -straightMov), 0f, 0f);
        }
    }

每当自行车加速时,就很难转动自行车,因为所施加的力使自行车沿与自行车所面对的方向不同的方向移动,我该如何施加它所面对的力之前在现在朝向的方向,这样才不会有滑动的感觉?

我试过解决这个问题,但我做不到,因为我对 unity 还很陌生。

how do I apply that force it was facing before on the direction it is facing now

不确定这是否合适,但您可能会这样做,例如

private void Update ()
{
    ...

    rb.velocity = transform.forward * rb.velocity.magnitude;
}

这将保持当前速度并将其重定向到新的前进方向。


一般注意事项:每当涉及 Rigidbody 时,您不想通过 Transform 组件设置任何操作,而只能通过 Rigidbody.

所以你不应该这样做

bikeParts.transform.eulerAngles = bikePartsRot;

transform.Rotate(0f, (turn * Time.deltaTime) * horizontalMov, 0f);

但两次都宁愿计算目标旋转并通过例如rb.MoveRotationFixedUpdate.

这看起来有点像

float horizontalMove;

void Update()
{
    var straightMove = Input.GetAxis("Vertical");
    // Get and store the input in Update
    horizontalMove = Input.GetAxis("Horizontal");

    ControlStraightMov(straightMove);
    
    lastY = transform.position.y;
}

private void FixedUpdate ()
{
    // Handle it in FixedUpdate
    ControlWeightTurning(horizontalMove);
}

private void ControlWeightTurning(float horizontalMove)
{
    var bikePartsRot = bikeParts.transform.eulerAngles;
    bikePartsRot.x = tilt * horizontalMove;

    // Calculate the new final rotation
    var newRotation = Quaternion.Euler(bikePartsRot) * Quaternion.Euler(Vector3.up * (turn * Time.deltaTime) * horizontalMove));

    // Apply it only via the Rigidbody
    rb.MoveRotation(newRotation);
}