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Question by unity_Z70jaPTIIp7DuQ · Jan 20, 2018 at 07:09 AM · c#3dgamemovement scriptbegginer

Moving cube on x by 1

Hello.

I am pretty sure this was solved somewhere but I failed to find it.

I would like to move a cube if someone presses "d" or "a" on x-axis by one.

 public class Player : MonoBehaviour
 {
     public Rigidbody Rb;
     public float sideFroce = 4000f;
     public Transform player;
     public Vector3 positionMovement;
     void FixedUpdate()
     {
         if (Input.GetKey("d"))
         {
         while (player.position.x < (player.position.x + positionMovement.x))
         {
             Rb.AddForce(sideFroce * Time.deltaTime, 0, 0);
         }
         }
         if (Input.GetKey("a"))
         {
             Rb.AddForce(-sideFroce * Time.deltaTime, 0, 0);
         }
 }

} - Rb.AddForce(-sideFroce * Time.deltaTime, 0, 0); works normaly
I tried one solution I found, just to see what it does

  rb.AddForce(transform.forward * sideForce);

But still unity crashed after pressing "d". I also tried using GetKeyDown instead. Same result.

I am pretty sure I created infinite loop somehow, not sure how to fix it. positionMovement.x is set to 1. And unity has huge lad every time I press "d". I know I could just 'teleport' player (cube) to the position I want but this would look more smooth.
Added later (edit):
my try with partially successful. I think I am getting closer to the solution.

 if (Input.GetKeyDown("d"))
 {
     test = player.position + positionMovement;
     Rb.AddForce(sideFroce * Time.deltaTime, 0, 0);
     if (test.x > player.position.x)
     {
     Rb.AddForce(0, 0, 0);
     }
 }


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avatar image unity_Z70jaPTIIp7DuQ · Jan 20, 2018 at 07:39 AM 0
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using debug console I found out I was just stupid and it does not work. Help ;_;

avatar image avinvij unity_Z70jaPTIIp7DuQ · Jan 20, 2018 at 08:05 AM 0
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do you want the cube to move only once when player presses a or d?

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Answer by Zaeran · Jan 20, 2018 at 10:02 AM

Your while loop never ends.

  while (player.position.x < (player.position.x + positionMovement.x))
          {
              Rb.AddForce(sideFroce * Time.deltaTime, 0, 0);
          }

You add the force, but your position is staying the same because AddForce doesn't actually update the position until the end of the FixedUpdate.

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avatar image unity_Z70jaPTIIp7DuQ · Jan 20, 2018 at 10:57 AM 0
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I suspected as much. Still no idea how to fix it.

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