Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by biebuster · Oct 05, 2015 at 08:51 AM · 2d2d-physics2d-gameplay

Is using velocity.y + someNumber a bad idea?

So currently whenever i want my to add force to my charachter, what i do is, that i say:

Rigidbody2D charachter;

Void Start() {

Charachter = GetComponent ()"

}

Void Update() { Charachter.velocity = new vector2 (Charachter.velocity.x, Charachter.velocity.y + 10);

}

}

Now currently it's working fine. But as the movement of my charachter get's more and more advanced, and when i eventually also want the character to be able to get affected by envoirement things, i'm worried it might end horribly. Now i know that .Addforce is a thing. But i hate using it, and hate how little control you have over say: a jump, when using Addforce.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Oct 05, 2015 at 09:20 AM 0
Share

Just depends on how you want it to look and feel. Your approach is fine is thats what you are trying to achieve. It just doesnt make for very realistic Bio-motion.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Pharan · Oct 05, 2015 at 12:00 PM

By itself, changing/adding to velocity is no worse than using AddForce unless you want things like Rigidbody mass to matter.

What will be more important either way how you implement the logic. You'll need to modify velocity at the right times. And you'll still need to handle instances where collisions happen if you want something specific. But @meat5000 is right. It all depends on how you want it to act.

Your example is also bad because you're adding an delta time scaled constant to a physics property in Update which will make it behave unpredictably. If you want reliable, predictable game physics, you need to put your Rigidbody operations in FixedUpdate.

Also, obviously, your example accelerates infinitely upward forever. You probably already knew that. And you misspelled "character".

But I get it. Just a quick example.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

35 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Moving an object after player click? 1 Answer

Instantiated objects do not work with Hitboxes(2D) 0 Answers

Stuttering in simple 2D game using interpolation? 1 Answer

When 2D Car Turns Upside Down, Game Over Scene Should appear. 1 Answer

Why Is there A slight jitteryness on player movement and camera? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges