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Question by dail · Jul 10, 2014 at 12:43 PM · c#2dphysics

2d game platform physics

Hello everyone, for some time I have studied how to reproduce this prototype in Unity here, i managed to do something cool, but without success. I've used a few things, one of them was to make the iTween paths, but the player is very limited and cannot make jumping around freely around the rails as shown in the video. Want an idea to make my object "glue" on track while you are in it and you can jump free mind as in the video. Sorry my bad english

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Answer by bibbinator · Jul 10, 2014 at 12:48 PM

It sounds like you're using physics to implement your gameplay. When you're using real physics then you have to deal with forces and it can be tricky to get right and map real world forces into pixels that look right. If you really want to use physics, you'd need to keep adding a constant force every FixedUpdate to keep the object moving forward. Probably better though, is to not use physics but instead setup collisions and then move the car manually in a FixedUpdate method and then use the physics callback methods OnCollisionXXXX to react the way you want. Hope this helps.

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avatar image dail · Feb 16, 2015 at 11:53 AM 0
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Could be clearer?

avatar image Ben-Stoneman ♦♦ · Feb 16, 2015 at 01:41 PM 0
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You need to be thinking of your $$anonymous$$e cart as a event driven game object not as a physics driven one.

By all means you will need to use physics, however, too much physics will make your $$anonymous$$e cart unstable.

You need to work out a system to manage the states of the $$anonymous$$e cart.

eg; When the $$anonymous$$e cart touches the rail, stick it to the rail, if the player presses jump un-stick.

avatar image dail · Feb 16, 2015 at 01:51 PM 0
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Thanks for the reply. I've thought of this way of making the object stick on the trail and when jumping around the track. But I don't know yet how to do exactly this. If you can help me...

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