How to best force actor turning towards the direction it is moving?

This is the scenario: We are currently experimenting with a game where the player slides his character down a slope, similar to a sledge sliding down a snowy hill. However, we constantly run into the issue that our actor rotates into any direction instead of facing the direction he is sliding towards (mostly, down the hill).

So, what is the best way of forcing the actor to face the “right” way( in order to make it feel more natural)?


So far we tried two different things:

  • Initially we used the center weight offset in order to “pull” the character by its front
  • Then we tried to work out a way to use the forward vector and the vector of the velocity in order to create a direction in which we would have to apply torque, so we could force the character to face the “right” direction. However, this did non work so far and we kind of felt that the first solution should result in a more natural behaviour…

A question or two about your configuration.

Is your ‘sled’ object physics enabled?
Which forces are currently changing the orientation?
Which configuration have you applied to the object?

Applying the weight offset suggests you are physics enabled.
If this is the case then you have only the fields available to tweak to keep it within reason.
So, damping and applying torque forces to reorient the heading.

More information about your configuration and your attempt to control it via torque and velocity will help.
Why are you using physics for example, what features are you looking for.

Yes, object physics are enabled. And currently, there are not other forces for changing the orientation, since none of the tests we tried so far worked…

As you can see, our angular damping is quite low, so it should not hinder the object to re-orientate itself according to its center of gravity.

And the main reason for using physics is, that we want the entire gameplay to be physics based. So every change to an object which is not physics based might cause glitches…