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Question by AsianBoi · Dec 05, 2016 at 06:08 PM · movement2d game2d-platformer2d-physics

Problem with 2D movment system C#. Keeps moving when no command is given

Hi Im trying to make a 2D space sandbox game. But im stuck on the movment of my object. I wanted a movment which accelerate when you press a button and deaccelerate when you not pressing the button and keep keep deaccelerating until it stand still. After many tries and errors I managed to do it but when i realease the button the object deaccelerate but slowly starts to drift. It only drift towards right and up (and anywhere in between ). Could you help me stop it from drifting and just stand still.

P.S Im new to c# and unity.

Heres my code

 public class TestingMovesKeys : MonoBehaviour
 {
 
     float ShipCurrentSpeed = 0f;
     public float ShipTopSpeed = 40f;  
     float ShipCurrentSpeedX = 0f;
     public float RevShipTopSpeed = -40f;
     public float ShipAcceleration = 1f;
     public float ShipDeacceleration = 0.5f;
 
 
     
     void Update()
     {
 
         if (Input.GetButton("W") == false)    
         {
             if (ShipCurrentSpeed > 0)
             {
                 ShipCurrentSpeed -= ShipDeacceleration;
             }
                 
         }
        
 
         else if (Input.GetButton("W") && (ShipCurrentSpeed < ShipTopSpeed))  
         {
 
             ShipCurrentSpeed += ShipAcceleration;
         }
         if (Input.GetButton("S") == false)                   
    
 
      {
 
          if (ShipCurrentSpeed < 0)
             {
                 ShipCurrentSpeed += ShipDeacceleration;
             }
         }
 
         else if (Input.GetButton("S") && (ShipCurrentSpeed > RevShipTopSpeed))    
         {
             ShipCurrentSpeed -= ShipAcceleration;
         }
 
 
 
 
         // X-Vektorer
 
         if (Input.GetButton("Horizontal") == false)
         {
             if (ShipCurrentSpeedX > 0)
             {
                 ShipCurrentSpeedX -= ShipDeacceleration;
 
             }
         }
         else if (Input.GetButton("Horizontal") && (ShipCurrentSpeedX < ShipTopSpeed))
             {
             ShipCurrentSpeedX += ShipAcceleration;
             }
 
         if (Input.GetButton("Horizontal2") == false)
         {
             if (ShipCurrentSpeedX < 0)
             {
                 
                 ShipCurrentSpeedX += ShipDeacceleration;
             }
         }
         else if (Input.GetButton("Horizontal2") && (ShipCurrentSpeedX > RevShipTopSpeed))
         {
             ShipCurrentSpeedX -= ShipAcceleration;
         }
 
 
 
         // X-Vektorer
         if (ShipCurrentSpeedX >= 0)
         {
 
             transform.Translate(Vector3.right * Time.deltaTime * ShipCurrentSpeedX);
 
         }
         if (ShipCurrentSpeedX <= 0)
         {
 
             transform.Translate(Vector3.right * Time.deltaTime * ShipCurrentSpeedX);
         }
 
 
 
         // Y-Vektorer
         if (ShipCurrentSpeed >= 0)             
         {
 
             transform.Translate(Vector3.up * Time.deltaTime * ShipCurrentSpeed);
 
         }
         if (ShipCurrentSpeed <= 0)
         {
 
             transform.Translate(Vector3.up * Time.deltaTime * ShipCurrentSpeed);
         }
     }
 }

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