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Question by Spherixo · Jun 30, 2019 at 02:18 PM · unity 2drigidbody2dvector2moveposition

Rigidbody2D doesn't fall correctly when using MovePosition to move it horizontally

I am trying to create a simple character controller where I add a Rigidbody2D component to a square and add the following script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour {
 
     public float horizontal_speed;
 
     private Rigidbody2D rb;
     private Vector2 horizontal_velocity;
 
     // Use this for initialization
     void Start () {
         rb = GetComponent<Rigidbody2D> ();
     }
     
     // Update is called once per frame
     void Update () {
         Vector2 movement = new Vector2 (Input.GetAxisRaw ("Horizontal"), 0);
         horizontal_velocity = movement * horizontal_speed;
     }
 
     void FixedUpdate() {
         rb.MovePosition (rb.position + horizontal_velocity * Time.fixedDeltaTime);
     }
 }

Before adding the script, the box would fall normally, but afterwards it would fall extremely slowly and at a constant rate, but I could move it left and right as I made it able to. My Rigidbody2D is dynamic and has all default settings, except I set Interpolate on.

I'm not exactly sure what's going on here, could I have an explanation as to what rb.MovePosition really does please?

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