Ok, finally admit I’m stuck.
Here’s what I’m trying to do. I have a space ship, constructed of individual (child) parts each with different colliders contributing to the rigidbody of the (parent) space ship. I’m adding relative torque and force to the rigidbody of the (parent) ship to make it and all its parts move through space. In a different game state the player has a first person character that can move around the ship. I need to make this character maintain the movements of the ship, while being able to move independently around the ship and colliding with its walls, stopping it from moving outside of the ship and also allowing it to slide down the wall as you would in a typical FPS. Consider this an artificial gravity / inertial dampener type setup.
Character controller doesn’t work since it is only good at rotating around the y axis. Rigidbody won’t act like a child of the (parent) ship, and I’ve read that its not good to have a child rigidbody of a parent rigidbody. I’ve tried the custom rigidbody joint but I can’t figure out what I’m doing with it.
The closest I’ve come is having no rigidbody or character controller, parenting the FPS character to the ship and moving the transform around manually, doing a CapsuleCastAll to try and figure out the collision and alter the movement, but it turns out I’m more math stupid than I thought I was.
Can anyone think of trick of the system I can use to stay within PhyisX functionality or can you point me to a manual collison / character movement script I might be able to reference for this scenerio?
Thanks in advance!