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 Obsdark · Jan 04, 2017 at 12:51 AM · c#rigidbody2dmovement scriptforce

Player sometimes don't stop moving when Key is release, and is properly installed in the fixedUpdate()

I'm trying to make a character move when a key is pressed and stopped when the key is release, the script works, but sometimes (i.e. not always), for some reason, the speed do not return to 0 and the character continue to move after the key is release, call me a perfectionist, but i don't want players do not stop when they need to, it need to be reliable.

Here is the code:

 using UnityEngine;
 using UnityEngine.Networking;
 using System.Collections;
 
 public class CharacterPlus : NetworkBehaviour {
 
     private Rigidbody2D rb2d;
 
     void Start () {
         if (isLocalPlayer) {
             rb2d = this.GetComponent<Rigidbody2D>();
         }
     }
 
     void Update()
     {
         Debug.Log ("Normal Velocity: "+rb2d.velocity+" Inertia Debug: "+rb2d.inertia);
     }
 
     // Update is called once per frame
     void FixedUpdate () {
         //input_x = Input.GetAxisRaw ("Horizontal");
         //input_y = Input.GetAxisRaw ("Vertical");
 
         if (isLocalPlayer) {
             if (Input.GetKeyDown (KeyCode.D) || Input.GetKeyDown (KeyCode.RightArrow)) {
                 Move (18f, 0.0f);
             }
             else if (Input.GetKeyDown (KeyCode.A) || Input.GetKeyDown (KeyCode.LeftArrow)) {
                 Move (-18f, 0.0f);
             }
 
             if (Input.GetKeyDown (KeyCode.W) || Input.GetKeyDown (KeyCode.UpArrow)) {
                 Move (0.0f, 18f);
             }
             else if (Input.GetKeyDown (KeyCode.S) || Input.GetKeyDown (KeyCode.DownArrow)) {
                 Move (0.0f, -18f);
             }
 
             if (
                 Input.GetKeyUp  (KeyCode.D) || Input.GetKeyUp (KeyCode.RightArrow) || 
                 Input.GetKeyUp (KeyCode.A) || Input.GetKeyUp (KeyCode.LeftArrow) || 
                 Input.GetKeyUp (KeyCode.W) || Input.GetKeyUp (KeyCode.UpArrow) || 
                 Input.GetKeyUp (KeyCode.S) || Input.GetKeyUp (KeyCode.DownArrow)            
             ) {
 
                 Stop ();
             }

         }
     }
 
 
 
     void Move(float h,float v){
         Vector3 movement = new Vector3 (h,v, 0f);
 
         rb2d.AddForce (movement*70);
     }
 
     void Stop() {
         
         rb2d.velocity = Vector3.zero;
         rb2d.inertia = 0f;
     }
 }
 

Any question, comment, idea or request for clarification would be much apreciated too.

Thanks in advance

Comment
Add comment · Show 1
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 Obsdark · Jan 04, 2017 at 12:53 AM 0
Share

indeed, another questions like this one already exist, but or they aren't responded, or aren't using the same formula than me, also, none of them have the problem of reliability of the stop, them can't stop at all.

So my problem is reliability to stop when needed, not actual stop, hence, i publish a new question for it.

¡¡¡Cheers up!!!

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Obsdark · Jan 04, 2017 at 01:38 AM

Fixed

i just use:

 if (!Input.anyKey) {
         Stop ();
 }

instead of:

              if (
                  Input.GetKeyUp  (KeyCode.D) || Input.GetKeyUp (KeyCode.RightArrow) || 
                  Input.GetKeyUp (KeyCode.A) || Input.GetKeyUp (KeyCode.LeftArrow) || 
                  Input.GetKeyUp (KeyCode.W) || Input.GetKeyUp (KeyCode.UpArrow) || 
                  Input.GetKeyUp (KeyCode.S) || Input.GetKeyUp (KeyCode.DownArrow)            
              ) {
  
                  Stop ();
              }

Thanks in advance for that

Comment
Add comment · 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

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

288 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 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 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 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 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 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 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 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 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

Move Player along normal of floor? 1 Answer

How to tidy up my code for Unity 5 Basic Platformer 1 Answer

Problem with force movement when calling from another scripts 0 Answers

2d Rigidbody how to check if Player is moving towards the mouse 0 Answers

How do I prevent a rigidbody2D from falling through the ground? 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