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Question by stas0 · Nov 13, 2016 at 01:24 PM · physicssprite2d gamerigidbody2d2d-physics

2D game - Sprite deformation when add frce

Hi.

I created an image and added to it Collider, Rigidbody2D. Also I create script with function which called when pressing the space key and AddForce to this image. After when I start project and press Space key I saw that object start deformed. Whel it collision with other object Player very deformaed. It is deformed and stretched in width upwards. But when I set equal force for X and Y axis Player didn't deformed. For example

 transform.AddForce(500f, 3000f); // Deformed
 
 transform.AddForce(3000f, 3000f);//  Not deformed

alt text

Ball components alt text

Ball script with AddForce

 void Update () {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             Debug.Log("Add force");
             GetComponent<Rigidbody2D>().AddForce(new Vector2(xForce, yForce));
         }
 }

What do to fix this problem?

1.png (48.5 kB)
1.png (22.4 kB)
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avatar image MelvMay ♦♦ · Nov 13, 2016 at 03:19 PM 0
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I see, that sprite start deformation.

No idea what this means and your images don't help either.

What do to fix this problem?

No idea what the prblem is beyond just guessing. You should spend more time trying to explain the problem in detail rather than sum it up with things like 'sprite deformation' if you want other people to spend time trying to help you.
avatar image stas0 MelvMay ♦♦ · Nov 13, 2016 at 03:30 PM 0
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Ok. I updated question with more descriptions of problem.

avatar image amimox · Nov 13, 2016 at 04:28 PM 1
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Also transform.AddForce(float x, float y) is not an existing transform function. RigidBody2D has a function AddForce(Vector2 force). That code is very weird.

avatar image tanoshimi amimox · Nov 13, 2016 at 04:33 PM 1
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Exactly what I was going to say! @stas0 - please post the actual code you're using, because what you've written will just generate a compiler error. Also please post a screenshot of what this "deformation" looks like.

avatar image amimox tanoshimi · Nov 13, 2016 at 04:39 PM 0
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In fact he posted it :

  void Update () {
          if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Space))
          {
              Debug.Log("Add force");
              GetComponent<Rigidbody2D>().AddForce(new Vector2(xForce, yForce));
          }
  }

but thats really bad code with the get of RigidBody each time ins$$anonymous$$d of caching it in Start!

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avatar image amimox · Nov 13, 2016 at 04:31 PM 0
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Your ball also seems to have a different scale in XY thats maybe why you are getting different scale -_- cause like @$$anonymous$$elv$$anonymous$$ay saidm it's impossible for a rigidbody to scale a transform. Try cleaning your code and have lower RigidBody values and put Gravity Scale to 1.

avatar image amimox · Nov 13, 2016 at 05:02 PM 0
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I see you changed the code but use a Gravity scale of 1, which represents 9.8 m/^s like on Earth. Also be sure nothing else affect the scale.

Can you try to reduce also the force applied, like only 100 ?

If that doesn't work, there is something wrong that affect the size of your object...

avatar image stas0 amimox · Nov 13, 2016 at 05:09 PM 0
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I test with 100 value and it is didn't help. Also I test with other object the smae code and all work fine. I will search a problem

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Answer by MelvMay · Nov 13, 2016 at 03:38 PM

Can you please explain what you mean by 'deformed'? Do you mean the scale changes? Adding a force or colliders contacting do not change the Transform scale so you must have some other script/animation doing that.

Adding a force only changes the velocity of a Rigidbody2D and nothing else.

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avatar image stas0 · Nov 13, 2016 at 03:41 PM 0
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Sorry for my bad english, 'deformed' I mean the deformation. I don't have any script that do deformation with ball, only ball script that call AddFroce when press Space key. After this ball start change scale.

avatar image MelvMay ♦♦ stas0 · Nov 13, 2016 at 03:44 PM 0
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I honestly have no idea. There's no way a Rigidbody2D can set the scale of the Transform. The only other option is to submit a bug case for Unity QA to look at it.

avatar image stas0 MelvMay ♦♦ · Nov 13, 2016 at 03:45 PM 0
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Ok. What version of Unity you use?

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Answer by amimox · Nov 13, 2016 at 04:22 PM

Hi ! First of all you shouldn't use GetComponent method each frame just to get the same rigidbody. This is very bad for performance.

 private RigidBody2D rb;
 void Start(){
      rb = GetComponent<RigidBody2D>();
 }
 
  void Update () {
          if (Input.GetKeyDown(KeyCode.Space))
          {
              Debug.Log("Add force");
              rb.AddForce(new Vector2(xForce, yForce));
          }
  }

Also don't use a Gravity scale of 110. That is very bad and can cause severe problem. This show a problem in your current hierarchy. Try to tweak the size of your game object instead of computing crazy Physics parameters.

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