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Question by GrueBox · Dec 14, 2017 at 10:31 PM · scripting problemphysics2dcollision2d

How to precisely control a character through scripts while still using unity collisions?

Every time I try to learn unity I hit the same block. I want to have total control over my player characters in scripts. I want to be able to use Unity's built in collision detection and response without having to deal with dynamic rigidbodies. Kinematic rigidbodies seem like they offer what I want but I can't seem to get collision working with those. When building games I usually move things using a linearVelocity Vector2 that I have complete control over, allowing for me to create custom physics for my game but I'm having so much trouble trying to achieve this in Unity. Should I use kinematic bodies? If so, how do I solve the collision problem?

Note: I'm only interested in 2D games so I can't use the character controller as far as I can tell.

Please help. I really want to get into Unity but I just can't stand having to use awkward physics to control everything.

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Answer by lassade · Dec 14, 2017 at 10:42 PM

To achieve linear motion you only have to use Physics2D velocity, turn off gravity and apply your own gravity acceleration (or maybe a velocity?). Only use kinematic bodies for moving platforms and such, your player should not be kinematic. Moving the player from point A to point B is no a matter of a velocity during a single frame for this use FixedUpdate function. Collisions should work no problem


Do I missing something?

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avatar image GrueBox · Dec 14, 2017 at 10:46 PM 0
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Thanks for the reply. So you're saying that I should use a dynamic rigidbody and manually set the velocity of the rigidbody? How exactly would I do that, just "rigidBody.velocity = new Vector2(0,0)"?

EDIT: Okay I tried that and it works perfectly so far. Thank you so much.

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