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Question by Side.MZG · Nov 01, 2014 at 07:59 PM · movementrigidbodyvelocity

Glitch when erasing rigidbody's velocity to "calculate" new

rigidbody.velocity = new Vector3(0, rigidbody.velocity.y, 0); rigidbody.AddRelativeForce(Input.GetAxis("Horizontal")*100, 0, Input.GetAxis("Vertical")*100); rigidbody.velocity = Vector3.ClampMagnitude(rigidbody.velocity, maxSpeed);

I added the first line to make the object stop as soon as the player releases the button (or rather, as soon as the Axis's value reaches 0) instead of it gliding for a bit. However, the object just moves slowly, and while debuging it stated that rigidbody.velocity was equal to 0.

I've also tried Set(0, rigidbody.velocity.y, 0) and it moves at the expected speed. However, it continues gliding after both input Axis reach 0.

Rigidbody settings

Mass: 1

Drag: 0

Angular Drag: 0.05

Use Gravity: Yes

Is Kinematic: No

Interpolate: None

Constraints

Freeze Position

X: No

Y: No

Z: No

Freeze Rotation

X: Yes

Y: Yes

Z: Yes

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avatar image Owen-Reynolds · Nov 02, 2014 at 05:58 AM 0
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If you print velocity as a Vector3 in the debug window, it rounds to the nearest 10th, so a speed of 0.04 appears as 0. Can print individually (or in Inspector vars) to see unrounded values.

By glide, you mean it changes x/z positions? Double-checked using the Inspector (not just an illusion from perspective, as it falls?)

avatar image Side.MZG · Nov 02, 2014 at 08:49 AM 0
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I checked. It still says rigidbody.velocity equals 0 (eventhough it moves) when I use "=Vector3(0, rigidbody.velocity.y, 0)" and it glides/changes x/z values after the input Axis's values reach 0 when I use ".Set(0, rigidbody.velocity.y, 0)"

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