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Question by eporetsky · Mar 07, 2016 at 11:14 AM · 2d-physicsaddrelativeforcejetpackspacegame

Unity2d AddRelativeForce Behaves Randomly

So I'm building a 2d physics jetgame. The game starts without spaceship spinning around a sun like this:

void OnTriggerStay2D(Collider2D other) { player = other.GetComponent();

         //Calculate the vector that points from Player to Sun
         Vector2 relativePos = (dev.position - rb.position);
 
         //Based on the relative vector, this angle makes sure that Player is perpendicular to the vector
         float angle = Mathf.Atan2(relativePos.y, relativePos.x) * Mathf.Rad2Deg;
 
         //This is the direction to which Player should rotate towards
         Quaternion rotate = Quaternion.AngleAxis(Mathf.Round(angle)+ 2.6f, Vector3.forward);
 
         Quaternion current = player.transform.rotation;
 
         //Rotates Player, and moves his position "upwards" relative to itself
         player.transform.rotation = Quaternion.RotateTowards(current, rotate, Time.deltaTime * 50000);
             player.transform.Translate(Vector3.up * Time.deltaTime * 5);
     }



in order to simulate the jetpack im then doing this code

 void FixedUpdate()
     {
         if (Input.GetKeyDown("space"))
         {
             // remove the sun collider when dev lifts off
             GameObject sun = GameObject.FindWithTag ("Sun");
             CircleCollider2D sColl = sun.GetComponent<CircleCollider2D> ();
             sColl.enabled = false;
 
             if (jetCount < 3) {
                 rb.AddRelativeForce (Vector2.up * jetpackAccel);
                 jetCount++;
             }
 
         
 
         
         }
     }


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