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Question by kvartira92 · Aug 23, 2020 at 07:02 PM · gravityphysics2d

2D planet gravity and Jumping problem

Hello there, I'm trying to simulate a little planet in 2D. A character should run and jump on it. But I have a problem When the player jumps, his local horizontal speed decreases and rotation over the planet becomes slower. I can't handle what forces make the player slow down while he is in the air.

How I add forces to the player:

     private void FixedUpdate()
     {
         //Rotate player to stand straight
         playerAngle = (Mathf.Atan2(- _rb.position.x, _rb.position.y) *  Mathf.Rad2Deg);
         _rb.rotation = playerAngle;
         
         //Add gravity
         _rb.AddRelativeForce(Vector2.down * gravityForce, ForceMode2D.Force);
         
         // Add horiontal move
         _rb.AddRelativeForce(Vector2.right * horizontalSpeed, ForceMode2D.Force);
 
         if (_jump)
         {
             _rb.AddRelativeForce(Vector2.up * jumpScale, ForceMode2D.Impulse);
             _jump = false;
         }
         
         var local_x = _rb.GetRelativeVector(new Vector2(_rb.GetVector(_rb.velocity).x, 0));
         Debug.DrawRay(_collider.bounds.center, local_x , Color.red);
         Debug.DrawRay(_collider.bounds.center, _rb.velocity , Color.yellow);
         Debug.Log(_rb.GetVector(_rb.velocity).x);
 
     }


Some Video demonstration: https://streamable.com/aulfu5

Yellow ray shows applied velocity to the player's rigidbody

Red ray shows x-projection of velocity in local coordinates

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