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Question by $$anonymous$$ · Apr 01, 2016 at 12:01 PM · mathf.clamp

Problem with mathf.clamp on rigid body without gravity

I have a rigid body game object (boat) with gravity turned off. When the object collides, it shoots off into space. I wanted to use mathf.clamp to create a ceiling where the boat will not leave the water on collision . So far I've been unsuccessful making this happen referring to the C# documentation. Does anyone have a sample code snippet showing how this may be done. Thanks.

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Answer by Inok · Apr 01, 2016 at 01:12 PM

If you need instantly stop moving boat upside after collision you can check positive velocity on y axis and make it zero instantly or slow down to zero by some time passed with coroutine:

1) Instant zero:

 void FixedUpdate()
 {
 if (rigidbody.velocity.y > 0)
   rigidbody.velocity.y = 0
 }

2) Gradual lowering to zero:

 bool slow_down_in_progress;
 float speed;
 void FixedUpdate()
 {
   if (rigidbody.velocity.y > 0 && !slow_down_in_progress)
   {
     slow_down_in_progress = true;
     StartCoroutine(Slow_Down_Upward())
   }
 
   IEnumerator Slow_Down_Upward()
   {
      while (rigidbody.velocity.y > 0)
     {
       Mathf.Clamp(rigidbody.velocity.y -= Time.deltaTime * speed, 0, rigidbody.velocity.y);
       yield return new WaitForFixedUpdate; 
     }
    slow_down_in_progress = false;
   }
 }
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