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Question by Ak1xx · Jan 22, 2017 at 04:07 PM · c#cameracharacterslow

Issue with Rigidbody2D (I think)

There is my problem : i have 1 little ghost who have à velocity of 5 and 1 game object with the Camera with a speed of 5 to but when the ghost is on the ground he is slower than the Camera and i can't explain it? alt text

alt text

Script of the Ghost:

public class PlayerController : MonoBehaviour {

 Vector2 velocity = Vector2.zero;
 public float _jump = 10f;
 private bool isGrounded = false;
 public static float _velocityX;
 int touch;
 public float start;

 public Transform groundCheck;
 public float groundCheckSize;
 public LayerMask ItsGround;
 // Use this for initialization
 void Start () {
 }

 void FixedUpdate()
 {
     isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckSize, ItsGround);
 }
 
 // Update is called once per frame
 void Update () {
     start = Timer.t;
     if (start < 0)
     {
         _velocityX = 0f;
     }
     else {
         _velocityX = 5f;
         GetComponent<Rigidbody2D>().velocity = new Vector2(_velocityX, 0);

         if (Input.touchCount >= 1 && isGrounded == true)
         {
             GetComponent<Rigidbody2D>().velocity = new Vector2(_velocityX, _jump);
             Debug.Log(Input.GetTouch(0).position);
         }


         _velocityX = _velocityX * 1.01f;
     }
 }

Script of the Camera: public class Speed : MonoBehaviour { // Use this for initialization private float velocityX; void Start () {

 }
 
 // Update is called once per frame
 void Update () {
     velocityX = PlayerController._velocityX;
     GetComponent<Rigidbody2D>().velocity = new Vector2(velocityX, 0);
 }
  

}

Thank you.

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Answer by hexagonius · Jan 22, 2017 at 06:27 PM

I think it's because the ghost touches the ground and therefore experiences fiction. add a PhysicsMaterial2D to it's collider and make it ice.
also don't update the velocity in Update but in FixedUpdate. that's because it's a value that should only be changes in the Physics Update Loop

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Answer by Ak1xx · Jan 22, 2017 at 06:35 PM

Thank you a lot ;)

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