Different-sized colliders in Unity change the angular velocity

I’ve been working on adding different playable spaceships to Escape the Sector, but I’ve noticed this curious feature in Unity (I thought it was a bug at first!).

Watch this video:

Even though these 3 ships all have the same mass, angular velocity, drag and the same force is being applied, they turn at different rates because they have different sized colliders.

I assume this is normal, but it’s going to make it quite difficult to get the turning speed the same on them all without a lot of tweaking!

New signs in Escape the Sector – Billboards in space!

Not incredibly exciting news, but a chance to show some screenshots of progress nontheless…

I thought Escape the Sector (for Android) needed some better instruction, specially on the later levels where it’s unclear which direction you need to go. I was going to leave it so the players can explore the level, and learn the direction through the maze, but it seemed to frustrate some people – probably because lots of red boxy cliffs look identical!

So I’ve added some signage, pointing to the exit.

sign pointing to exit

As well as some new animated signs with the message to “Evacuate Evacuate”!

space billboard saying "evacuate"

sign saying escape immediately

I’ve also created some new playable ships – so that I can create a player select screen.

Voxel spaceship Voxel spaceship

Probably not quite as cool as the ships created by Dave Bisseg (see those here), which I’ll also add, but I just enjoy creating new ships in this boxy, voxel style!

Some more things to add to Escape the Sector…

I’m not done with Escape the Sector yet (which I released on the Google Play store in July). I toyed with leaving it a bit, and moving to another project, but I’ve been encouraged by a 3D artist called Dave Bisseg who contacted me after I posted screenshots on a Facebook group for Indie developers, and has created some new ships, which perfectly fit the blocky, voxel style of what I’ve already created.

For comparison and to show what a great job he’s done at matching the style, here’s one of my large ships (originally made for the abandoned Escape Vector project).