using UnityEngine; using System.Collections; public class trailer : MonoBehaviour { public float rotationLimit; public GameObject trailerHook; public GameObject rotationMimick; private Rigidbody rb; public Vector3 centreOfMass; //private Rigidbody carRb; // Use this for initialization void Start () { rb = GetComponent (); rb.centerOfMass = centreOfMass; Component[] carColliders = transform.root.GetComponentsInChildren (); foreach (Collider carCol in carColliders){ foreach (Collider carCol2 in carColliders){ if (carCol.enabled && carCol2.enabled) Physics.IgnoreCollision(carCol, carCol2); } } } // Update is called once per frame void Update () { } void FixedUpdate(){ transform.position = trailerHook.transform.position; //rb.MovePosition (trailerHook.transform.position); Vector3 newRot = transform.rotation.eulerAngles; //newRot.y = rotationMimick.transform.rotation.eulerAngles.y; //newRot.x = ClampAngle (newRot.x, -10, 10); //newRot.z = ClampAngle (newRot.z, -15, 15); //Debug.Log ("Trailer rot: " + newRot); //rb.MoveRotation (Quaternion.Euler (newRot)); transform.LookAt (rotationMimick.transform.position); } private static float ClampAngle (float angle, float min, float max) { if (max < -360) max += 360; if (max > 360) max -= 360; if (min < -360) min += 360; if (min > 360) min -= 360; if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); } }