Propulsion Overhaul

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Moving from 3d ships to 2d ships wasn’t as easy as I thought it would be in unity. We switched over to rigidbody2d and 2d colliders.. but unity hasn’t done a very good job making the 2d system seemless move from 3d. There are many missing helper routines like Addrelativeforce, addexplosionforce, forcetypes, and better ways to setup colliders to ignore others. All in all only a day to get around the shortcomings so I can’t complain too much.

I took the opportunity to cleanup the way I was doing engine propulsion fx. Here is a capture of the new system. I think it gives a great feedback for building momentum, reverse thrust and turning:

Forgive the capture cutting off too much of the screen. I shrunk the capture area to save size, but made it a bit small:


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