Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by thehen2 · Nov 06, 2015 at 12:08 AM · physics2d

MovePosition on a single axis, retain velocity on the other

Hey all,

I'm using MovePosition to move a crate with the player when pushing/pulling. This works great.

The issue is that when applying the new X position, the current Y position is also applied, causing it to create janky y axis behaviour.

 pushableRigidbody.MovePosition (new Vector2( pushableTargetX, pushableRigidbody.position.y ) );

Is there any way to only use MovePosition on the x axis only?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ijidau · Nov 06, 2015 at 03:09 AM 0
Share

Have you tried storing the y position in a variable before calling $$anonymous$$ovePosition then using this value in the y component of the Vector2?

avatar image thehen2 ijidau · Nov 16, 2015 at 12:55 PM 0
Share

Yes, it results in the same issue.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by MelvMay · Nov 06, 2015 at 09:07 AM

By passing in the existing body.y position, this won't change the Y position at all. MovePosition simply calculates the velocity required to move the Rigidbody2D in a single physics update, it doesn't directly alter position.

Also know that if you're using Rigidbody2D interpolation then the Rigidbody2D position will be different than the Transform position (transform is interpolated each frame).

Presumably you're not calling this each frame because it would be pointless as MovePosition only works during the physics update (FixedUpdate).

You might want to try dumping the Rigidbody2D position and the Transform position prior to calling MovePosition to check what you're asking it to do.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image thehen2 · Nov 16, 2015 at 01:14 PM 0
Share

Thanks for the reply. In this particular instance, I was able to solve the issue by not using $$anonymous$$ovePosition when the crate was in a state which required inherited y velocity.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

32 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can I isolate just the character to slow down 0 Answers

Player Dips Into Ground After Jump 0 Answers

problem with overlapsphere 1 Answer

Adding Inertia after rotation 0 Answers

i need help making this code work with 2D physics. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges