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 /
avatar image
0
Question by Matheus_Dem · Jan 26, 2017 at 11:29 AM · c#rigidbody2dgravityhorizontalspringjoint

How to make a horizontal center of gravity in 2d ?

I am making a "tappy flappy bird" kind of style game in 2d but basically the character goes in vertical instead of horizontal and you need to avoid the obstacles etc. The concept is that the character must stay in the center, when I move it to avoid obstacles (no matter if is right or left) it needs to get back to the center. I would like to make a center of gravity based on the player, so it can moves on horizontal (both +x and -x) only and always get back to the center. I tried to use spring joints 2d and stuff and did a research to find something like that but didn't got anywhere. Any idea ??

PS: Unity 4.7.2

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by capnjake · Jan 26, 2017 at 02:45 PM

Create an anchor x-coordinate and have your "bird" accelerate towards it when it's x position != the anchor.

 float anchor = 0f;
 
 private void Update()
 {
     if (transform.position.x > anchor)
         // Add force towards transform.right
     else if (transform.position.x < anchor)
         // Add force towards -transform.right
     else
         // No forces applied; kill velocity
 }

Another fun method might be using a Spring Joint. Personally I've never used it but from the documentation it looks like you can make it work. Might be easier and give it a cool effect but, again, not sure what it'll actually produce.

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 Matheus_Dem · Jan 26, 2017 at 06:06 PM 0
Share

Yeah, I ended up using spring joint with box collider under and above the player. Its not very "correct" but it makes a cool effect and works pretty well if you set it up right ! But anyway, thanks for the awnser !!

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

8 People are following this question.

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

Related Questions

unity2d cannot create if gravity level 1 Answer

Multiple Cars not working 1 Answer

Error when colliding and calling a IEnumerator 1 Answer

Distribute terrain in zones 3 Answers

How to change the gravity scale of the rigidbody 2d back to it's default value after player lands to the ground from jump 1 Answer


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