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Question by M_aV · Apr 20, 2020 at 08:54 AM · 2d gamemovement scriptcollision2d2d animation2d-gameplay

How to stop player movement variable on collision (when button is still pressed down)

I have made a character controller for my 2D player which utilizes 'movementSpeed' as a float variable which in turn allows for appropriate animations with the exelleration from 0-1 and 1-0.


Once I developed appropriate walls with collisions, I realised that even if the character stops on colliding, the movement variable will still be at full velocity (Still pressing the movement button).


I am wondering how I would be able to make this 'movementSpeed' variable == 0 when on collision since currently if the movement button is pressed down its basically always trying to move in the direction even if its being physically stopped.


Mind my bad explaining, hopefully I got the point across. Here is the Controller code tho.

 public class CharacterController : MonoBehaviour
 {
     public Animator animator;
     public float movementSpeed;
     public float _speed;
     public Rigidbody2D rb;
 
     void Start()
     {
         Application.targetFrameRate = 144;
     }
 
     void Update()
     {
         
         Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f);
         movementSpeed = Mathf.Clamp(movement.magnitude, 0.0f, 1.0f);
 
         if (movement != Vector3.zero)
         {
             animator.SetFloat("Horizontal", movement.x);
             animator.SetFloat("Vertical", movement.y);
         }
   
         animator.SetFloat("Speed", movementSpeed);
         rb.velocity = new Vector2(movement.x, movement.y) * movementSpeed * Time.deltaTime * 60 * _speed;
 
     }
 }


P.S - My player animations are based on blend trees utilizing the 'movementSpeed',I have made a character controller for my 2D player which utilizes 'movementSpeed' as a float variable which in turn allows for appropriate animations with the exelleration from 0-1 and 1-0.

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