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Question by Salman9k · Jul 20, 2018 at 04:46 AM · rigidbody2daddforcehingejoint2dswinging

Hinge join 2d Swing by adding force to the connected rigidbody

Hello people,

I have a simple game mechanic in which I use hinge joint 2d to simulate the player swinging on a rope which is attached to a Kinematic rigid body. The kinematic rigid body has the HingeJoint2D component and my player is the connected rigidbody.

This setup works fine, but when I add a script that controls the swinging by adding force to the rigidbody of the player, then the character doesn't swing anymore and it gets stuck.

I am guessing that the fact that I'm accessing the connected rigidbody dynamically in the code is messing with the physics, am I right? if so, is there a way to overcome this issue and control the swinging using arrow keys?

The code to control the swinging (belongs to the player) is as follows

   void Update () {
     swing = Input.GetAxis("Horizontal");

     if (Input.GetButtonDown("Jump"))
     {
         jump = true;
     }
     else
     {
         jump = false;
     }
 }

 void FixedUpdate()
 {
     GetComponent<Rigidbody2D>().velocity = new Vector2(swing * swingSpeed, GetComponent<Rigidbody2D>().velocity.y);

     if (jump)
     {
         anim.SetBool("jump", true);
         GetComponent<Rigidbody2D>().velocity = Vector2.up * jumpForce;
         GetComponentInChildren<GrapplingHookController>().RetractHook();
     }
 }

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