Copy the RigidbodyToolkit directory to your Assets/Plugins folder.
Make the plugins folder if it doesn't exist.
Contains a variety of mono behaviours for working with rigidbodies. Mostly focused toward rigidbody missiles and other self-powered objects.
Use for providing that initial oomph, like a cannonball launch, thrown rock, arrow or paper airplane. Contrast with the built-in ConstantForce that Unity provides which applies force each update and would be more suitable for a self-powered object like a missile, ship, or simulation of gravity.
If a rigidbody is facing a target (RigidbodyLookAtTransform) and powering toward its goal (ConstantForce - relative forward thrust), you've got a pretty good missile. But it will likely still have a bit of sideways-drift that may cause it to miss its target, especially when the target is trying to evade. There's where this script comes in.
Place on the same object as a RigidbodyLookAtTransform to compensate for sideways-drift or target evasion. After a little tweaking, your missile won't miss.
Keep in mind though, it's often more fun for the player when the missile sometimes misses. Therein is the magic that keeps us returning to physics-simulations.
Just a little rigidbody controller for Camera bots and the like. Try bumping the drag and angular drag up a bit to make recoil more predictable when bumping into objects.
Keeps a rigidbody object upright. Useful for simulating ships.
Assign a Vector3 target and the rigidbody will always turn to face it. Useful for birds circling or missiles homing or anything else of that nature.
Assign a transform target and the rigidbody will always turn to face it. More useful than RigidbodyLookAtTarget for moving targets.
Contact me if you've got any questions, bugs or contract work to throw my way.
Cheers,
Mike
@mikelovesrobots on Twitter