Adjusted the scale and values on things, the issue before i think was just simply that the values being used were insane (real life gravity is averaged at -9.81, and this is the value unity uses as well for its default gravity setting), the planets had gravity the same as its radius, which was usually in the hundreds, and the physics system just has a really hard time handling that. So the gravity is now more realistic. I just simply divided the planets radius by 40, this value felt good, but we can of course mess with this value to tune the feel of the game later. the whole thing is a lot more stable and feels much better now, and you can move the ball around and still feel the gravitational pull from the planets, i even got the ball to orbit!
Merge branch 'master' of https://github.com/djmorrsee/cotu

Conflicts:
	Project/Assets/Scene.unity
	Project/Assets/Scripts/GeneratePlanet.cs
	Project/Project.userprefs
Added a very very rough first pass of a physics "powered ragdoll" character. And he works with planets! Although there is a very off rotation bug when hes standing at the perfect 90degree (left side) of the planet, odd.

I added a prefab of him into a prefabs folder, just drag and drop it into a scene (or just mess with him on my test scene), it even includes a camera. Right now you have to assign the planet to the "test" variable on the character script, this is because i have to leave to eat dinner, ill make it auto find the nearest planet later today.
Merge branch 'master' of https://github.com/djmorrsee/cotu

Conflicts:
	Project/Project.userprefs

this thing is being an asshole
Im slightly afraid to check in, due to having two non-pushed check ins that might fuck eveything up, but uh, here you go. There is a ragdoll prefab you can play around with in the prefabs folder, just drag him into the scene and delete (or disable) your main camera, the prefab includes a smooth follow camera

I havent gotten him walking correctly yet, ive tried several different ways of doing it and im still deciding on the best route to take. Every method has its strong and weak points, got to decide wich one will work best.
Ok jk i got him working, sorta. Im still not sure what the best way to go about this is but, this works alright, and its kinda neat. There is some pretty huge limitations with the box2d joints though, they are pretty finicky, and you cant mess with scale or anything of the object they are connected too during runtime. So im not sure how were going to flip the character around to face the other direction.

just check out the characterTest scene, it has your planet generation and all that shizzle, left arrow to move, space bar to jump
quick fix