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Question by Chaos-Fusion · Jul 08, 2020 at 01:53 PM · movementrigidbodyvelocitygravityaxis

Mimic Gravity Movement Via Setting Velocity

Currently, I'm trying to break down a bigger problem into smaller managable bits. I want to make a game where you can walk on the wall and ceiling however I'm having trouble trying to get the gravity to move in the x and z axis. Currently, I'm setting the velocity directly because Add Force resulted in movement that was very slippery and I want the movement in my game to be snappy and responsive.


Naturally, changing the gravity direction alone doesn't make much of a difference as the velocity is been overwritten straight away so I need to apply another force to mimic the gravity for the X and Z axis. That said, what do I need to do? Currently, gravity on Y axis is being handled by the Y velocity which is the only velocity vector that is not being overwritten however it will eventually be used for new movement vectors so I will need to replace it later however one step at a time.


Here's a stripped movement script featuring the basic functionality.

 private void MovementCalc()
 {
     //Original Y Velocity is preserved and added to the movement variable.
     //Up Axis is meant to be the act as the gravity direction. Was formely Vector3.up
     CurrentYVel = (UpAxis * rb.velocity.y);   

     //directionIntentY + X are the camera directions. zSaved & xSaved are input axis directions.                 
     //additional Force is used to add additional forces for jump pads, being launched, etc.
     MovementVector = (((directionIntentY * zSaved) + (directionIntentX * xSaved)) * TotalSpeed) + AdditionalForce + CurrentYVel;
 
     //If not on slope, just set velocity directly
     rb.velocity = MovementVector;
 }
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