Just what I needed, thanks for explaining this. I read the article before finding this video but this was much better :). One thing, the code in the repository has an error. You're getting the direction vector with (origin.position - target.position) and it should be the other way around. It was an easy fix but I thought you should know. (I'm guessing that's why the thrust forward vector had to be inverted)
This was really good!! I have a question, let's say I want to push an object to face a particular direction using forces without any back and forth movements. I could simply remove the integral portion from the equation? Or is there more complexity to it. I'm planning on building something similar for a space game regarding ship AI and want to move AI around the world using forces, but still stopping at particular locations. As well as facing objects for warping to them.
Thanks for such a great tutorial! I got a question, why do you have Range(-10, 10) for multipliers in PID? Does it make sense to have negative multiplier?
absolutely fascinating... you're awesome dude, deserve waaaayyyy more than those 483 subs you have... looking forward to new vids man! :3
Thanks so much for your support!
@@Tvtig no problems!
Fun to watch, informative, and great editing. You gained a sub my friend. (Why is this guy not more popular?)
Thank you so much, really appreciate the support!
This was fantastic for a missile!
Man this saved me a lot of time with controls thank you so much!
Just what I needed, thanks for explaining this. I read the article before finding this video but this was much better :).
One thing, the code in the repository has an error. You're getting the direction vector with (origin.position - target.position) and it should be the other way around. It was an easy fix but I thought you should know. (I'm guessing that's why the thrust forward vector had to be inverted)
Ahh good spot! Thanks for letting me know, I'll update it in the code. I'm really glad you found the video useful :)
Thanks for this, I used your PID script in a drone game. It is now controlling the drone thrust!!!
Nice - to the point - concise and informative!
Inspiring video!
Glad you think so!
Thanks for sharing 😍🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩 1:12
Vector3 rotationDirection = Vector3.RotateTowards(transform.up, targetDirection, 2*Mathf.PI, 0.00f);
it should be in radians not in degree
The upwards glitch looks like the singularity when using Euler Angles. You should better stick to Quaterions directly
Great thought, maybe I'll revisit it at some point!
This was really good!! I have a question, let's say I want to push an object to face a particular direction using forces without any back and forth movements. I could simply remove the integral portion from the equation? Or is there more complexity to it. I'm planning on building something similar for a space game regarding ship AI and want to move AI around the world using forces, but still stopping at particular locations. As well as facing objects for warping to them.
Thanks for such a great tutorial! I got a question, why do you have Range(-10, 10) for multipliers in PID? Does it make sense to have negative multiplier?
This is really nice, I do hope there is a fix for the rotation on the z axis going wild.
Very cool 😊
dude this was very helpful
And if you find a solution for flying directly up glitch, please, post it!
Oh God not another two character name guy... Please name variables in a readable way.
he isn't a two character name guy.