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Question by WTSMark · Sep 06, 2014 at 02:06 PM · rigidbody2dvelocitythanks

rigidbody2D.velocity.y always returns 0

Hi, I need some help with my code. I have searched evreywhere but i wasn't able to find a solution. The problem is that rigidbody2D.velocity.y and rigidbody2D.velocity.x always returns 0 even if the player is moving!

Maybe the problem could be that I use Vector3.MoveTowards...

Thank you for your help, this is making me crazy.

 using UnityEngine;
 using System.Collections;
 
 public class playerControllerScript : MonoBehaviour
 {
 
     private float speed = 2.5f;
     private float relSpeed;
     private Vector3 target;
     private float myScale = 1.15f;
     float relativeScale;
     private bool facingRight = true;
     static public Vector3 playerPosition;
     private bool move = true;
     private Animator anim;
     
     public float testSpeed;
 
     void Start () 
     {
         target = transform.position;
         relSpeed = speed;
         oldPosition = transform.position;
         anim = GetComponent<Animator>();
     }
 
 
     
     void Update () 
     {
         if (Input.GetMouseButtonDown(0)) 
         {    
             // This part is for moving only if you click on certain layer
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 
             RaycastHit2D hit = Physics2D.GetRayIntersection(ray,Mathf.Infinity);
             
             if(hit.collider != null && (hit.transform.gameObject.layer == LayerMask.NameToLayer("Floor")))
             {
                 target = Camera.main.ScreenToWorldPoint(Input.mousePosition);                
                 target.z = transform.position.z;
             }
 
             move = true;
         }
 
         if (move == true)
             transform.position = Vector3.MoveTowards(transform.position, target, relSpeed * Time.deltaTime);
 
         // This is for changing the size of the player and it's speed (it depends on how much he is far away)
         relativeScale = myScale - transform.position.y / 5;
 
         if (target.x > transform.position.x && !facingRight)
             facingRight = true;
 
         else if (target.x < transform.position.x && facingRight)
             facingRight = false;
 
         if (!facingRight)
             transform.localScale = new Vector3(relativeScale * -1, relativeScale, relativeScale);
         else
             transform.localScale = new Vector3(relativeScale, relativeScale, relativeScale);
 
         relSpeed = speed - transform.position.y / 5;
 
         playerPosition = transform.position;
     }
 
     void FixedUpdate ()
     {
         testSpeed = rigidbody2D.velocity.y;
         
         anim.SetFloat ("vSpeed",rigidbody2D.velocity.y);
     }
 
 }
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avatar image WTSMark · Sep 06, 2014 at 10:36 PM 0
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Thank you very much! Now is working!

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Answer by Le-Capitaine · Sep 06, 2014 at 03:35 PM

It's actually rigidbody.velocity that affects the position, and not the other way around. Note however that you can easily calculate your own "fake" velocity the other way around:

 Vector3 velocity;
 Vector3 oneFrameAgo;
 
 void FixedUpdate () {
     velocity = transform.position - oneFrameAgo;
     oneFrameAgo = transform.position;
 }

As well, you can apply that to rotation and even scale, if that's ever useful.

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Answer by flaviusxvii · Sep 06, 2014 at 03:10 PM

Directly changing the transform will make the velocity useless I'm afraid. Velocity is used by the underlying physics system. http://gamedev.stackexchange.com/a/69586

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