Hey guys,
With regard to the link to the other thread, I’ve got that hard coded Z gravity all swapped out for a vector already, its not too hard to do.
However, the character controller is a different kettle of fish. This is the the class that will manage the behaviour of your ship while it’s in its magnetised attached state. It will also control it while it falls unless you make it fall with the regular physics system. The problem here is that all the math for dictating the movement of the player is done on the basis of the gravity being hard coded in the z axis.
I’m going through it all at the minute rewriting all the math in my spare time but its gonna take a while as I’m not a math wizard