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Question by whatisitstudios_unity · Jan 24, 2021 at 08:40 PM · 2denemypathfindingplatformerenemy ai

Why is my gameObject falling so slow?

I was testing out my own pathfinding script, and it worked, but only on the x axis, whenever the enemy falls, he falls super slowly, while all the other objects fall normally, could someone tell my why? I gravity turned on in the rigidbody menu, and it's the same speed as everything else, so i don't know why it does this.

Here's my code: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class SlimePathfinding : MonoBehaviour
 {
     public float speed = 5f;
 
     public Transform target;
     public Rigidbody2D rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
 
     void Update()
     {
         Vector2 currentPos = transform.position;
         Vector3 Scaler = transform.localScale;
 
         if (target.position.x > currentPos.x)
         {
             Scaler.x = -1;
             transform.localScale = Scaler;
             rb.velocity = transform.right * speed;
         }
         else
         {
             Scaler.x = 1;
             transform.localScale = Scaler;
             rb.velocity = transform.right * -1 * speed;
         }
     }
 }
 
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Answer by Tespy · Jan 25, 2021 at 12:42 AM

It's because you're setting the y velocity of the enemy to 0, which conflicts with how Unity's physics system updates the velocity. I don't know the details of how that works, but this rewritten Update should fix your issue:

 void Update()
      {
          Vector2 currentPos = transform.position;
          Vector3 Scaler = transform.localScale;
          Vector2 velocity = rb.velocity; // Original velocity

          // The following if statements make it so the original velocity 
          // (as set by the physics system) is preserved, albeit with only
          // the movement on the x axis changed.
          if (target.position.x > currentPos.x)
          {
              Scaler.x = -1;
              transform.localScale = Scaler;
              velocity.x =  speed;
          }
          else
          {
              Scaler.x = 1;
              transform.localScale = Scaler;
              velocity.x = -speed;
          }

          rb.velocity = velocity; // With the new velocity decided, apply it to the Rigidbody2D
      }
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