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Question by jmparavicini · Sep 28, 2015 at 09:10 PM · player movementrigidbody.addforcephysicmaterial

Rigidbody(.addForce) doesn't work with Physic material

hello everyone, So i'm making a Game where the Player controls a Sphere of different materials like wood, stone etc. it is on a floor which also is going to be of different materials. For the friction i'm trying to use the built-in Physic material but it doesn't seem to work because the sphere is never slowing down not even when the Player Rigidbody.addforce is temporarily deactivated.

here is my Player movement: using UnityEngine; using System.Collections;

 public class MovePlayer : MonoBehaviour {
     
     public float movementSpeed;
     private Rigidbody rb;
     public Vector3 m_movement;
     public Vector3 movementForward;
     public Vector3 movementRight;
     public GameObject myCamera;
     private float distanceToGround;
 
     public float notGroundedFactor;
 
     public float m_MoveVectorMagnitud;
     
     void Start()
     {
         rb = GetComponent<Rigidbody>();
         distanceToGround = GetComponent<Collider>().bounds.extents.y;
     }
     
     void Update()
     {
         /*movementForward = transform.forward * JoyStickMine.deltaPosition.y / movementSpeed;
         movementRight = transform.right * JoyStickMine.deltaPosition.x / movementSpeed;*/
         if(IsGrounded())
         {
             movementForward = myCamera.transform.forward * JoyStickMine.deltaPosition.y / movementSpeed;
             movementRight = myCamera.transform.right * JoyStickMine.deltaPosition.x / movementSpeed;
         }
         if(!IsGrounded())
         {
             movementForward = myCamera.transform.forward * JoyStickMine.deltaPosition.y / (movementSpeed * notGroundedFactor);
             movementRight = myCamera.transform.right * JoyStickMine.deltaPosition.x / (movementSpeed * notGroundedFactor);
         }
 
         if(JoyStickMine.deltaPosition.y == 0)
             movementForward = Vector3.zero;
         if(JoyStickMine.deltaPosition.x == 0)
             movementRight = Vector3.zero;
 
         /*m_movement = movementForward + movementRight;
         m_movement.y = 0;*/
         m_movement = new Vector3(movementForward.x + movementRight.x, 0, movementForward.z + movementRight.z);
 
         m_MoveVectorMagnitud = m_movement.sqrMagnitude;
 
         if(m_MoveVectorMagnitud > 100f)
         {
             rb.AddForce(m_movement);
         }
         
         float horizontal = JoyStickLook.deltaPosition.x * (-5) * Time.deltaTime;
         transform.Rotate(0, horizontal, 0, Space.World);
     }
 
     bool IsGrounded()
     {
         return Physics.Raycast (transform.position, -Vector3.up, distanceToGround + 0.1f);
     }
 }

Here is a picture of my wood Physics: ![alt text][1]

How can I fix the problem so the sphere uses the different Physic material correctly.

thanks in advance -skullbeats1 [1]: /storage/temp/55158-wood-unityphysic-material.png

wood-unityphysic-material.png (10.2 kB)
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Answer by Fanttum · Sep 29, 2015 at 01:03 AM

You might want to check on your Rigidbody and see what the drag is set too.

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avatar image jmparavicini · Sep 29, 2015 at 07:46 PM 0
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awesome thanks a lot i didn't notice that i had the drag on 0.

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