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Question by ReasondComb99 · Nov 28, 2016 at 08:05 AM · c#2dcharactercontrollergravitytop-down

2D Top Down Character being Pulled down and movement script not working?

I'm making a 2D Top-Down PAC-Man-Esque Game and my character is being pulled down even though gravity is off. My movement script isn't working either. Please Help!EDIT: Also when I take off the box collider or check "Is Trigger" the character is not pulled towards objects anymore, but the character is pulled back to (x=0, y=0[Does not do this if box collider has "Is Trigger" on, but the character goes through walls then]) and the higher the speed the further the character can move while collider is off

     using UnityEngine;
     using System.Collections;
     
     public class CharacterMove : MonoBehaviour {
         public float speed = 0.4f;
         Vector2 dest = Vector2.zero;
     
         void Start() {
             dest = transform.position;
         }
     
         void FixedUpdate() {
             // Move closer to Destination
             Vector2 p = Vector2.MoveTowards(transform.position, dest, speed);
             GetComponent<Rigidbody2D>().MovePosition(p);
     
             // Check for Input if not moving
             if ((Vector2)transform.position == dest) {
                 if (Input.GetKey(KeyCode.UpArrow) && valid(Vector2.up))
                     dest = (Vector2)transform.position + Vector2.up;
                 if (Input.GetKey(KeyCode.RightArrow) && valid(Vector2.right))
                     dest = (Vector2)transform.position + Vector2.right;
                 if (Input.GetKey(KeyCode.DownArrow) && valid(-Vector2.up))
                     dest = (Vector2)transform.position - Vector2.up;
                 if (Input.GetKey(KeyCode.LeftArrow) && valid(-Vector2.right))
                     dest = (Vector2)transform.position - Vector2.right;
             }
         }
     
         bool valid(Vector2 dir) {
             // Cast Line from 'next to Character' to 'Character'
             Vector2 pos = transform.position;
             RaycastHit2D hit = Physics2D.Linecast(pos + dir, pos);
             return (hit.collider == GetComponent<Collider2D>());
         }
     }


Gravity is off!! Even on Physics and Physics2D!!! alt text

alt text

Current code (still not working): using UnityEngine; using System.Collections;

 public class CharacterMove : MonoBehaviour {
     public float speed = 0.4f;
     private Vector2 moveDirection = Vector2.zero;
     public GameObject Character;
 
     void Start() {
         moveDirection = transform.position;
     }
 
     void FixedUpdate() {
         // Move closer to moveDirection
         Vector2 p = Vector2.MoveTowards(transform.position, moveDirection, speed);
         GetComponent<Rigidbody2D>().MovePosition(p);
 
         // Check for Input if not moving
             moveDirection = new Vector2 (Input.GetAxis ("Horizontal"), Input.GetAxis ("Vertical"));
             moveDirection = transform.TransformDirection (moveDirection);
         GetComponent<Rigidbody2D>().AddForce(moveDirection*=speed);
             //Multiply it by speed.
             moveDirection *= speed;
         // Animation Parameters
         Vector2 dir = moveDirection - (Vector2)transform.position;
         GetComponent<Animator>().SetFloat("DirX", dir.x);
         GetComponent<Animator>().SetFloat("DirY", dir.y);
     }
 }
grav2.png (67.8 kB)
grav1.png (167.0 kB)
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Answer by YardGnomeNinja · Nov 30, 2016 at 07:36 AM

I'm pretty new to this, so I apologize if I lead you astray, but I think you need to change your method FixedUpdate to Update as FixedUpdate is used for objects with a RigidBody component and physics enabled.

Take a look at the second line of the FixedUpdate documentation

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avatar image ReasondComb99 · Nov 30, 2016 at 05:28 PM 0
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It Didn't solve the problem but thank you for trying to help, greatly appreciated.

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Answer by Rowanty23 · Aug 05, 2020 at 12:39 AM

I'm having the same problem and this isn't solving it. It seems to be something wrong with the box collider.

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