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Question by nothanksm8 · Apr 24, 2018 at 12:04 AM · movementphysicsrigidbody2dgravity

Moving slows decent with Rigidbody 2D

Hi all, so I am making a 2D game and using a Rigidbody2D to simulate gravity, move, and what not. For some reason, if I start falling and start pressing the move right and move left buttons in rapid succession (adadadadadadadadadadadadadadadad) this slows the decent. Also, when I move into a wall, the decent just stops, until I increased the Gravity Scale, and now it just slows. Does anyone know a fix to this, or a link to this problem somewhere else, because I can't find one. Here is my code:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class PlayerMovement : MonoBehaviour {

 #region variables
 public float jumpHeight = 5;
 public float moveSpeed;
 public float maxSpeed;
 public Rigidbody2D rb;
 #endregion variables
 
 void Start () {
     
 }
 
 void Update () {

     //float horizontal = Input.GetAxis("Horizontal") * moveSpeed;

     //rb.AddForce(transform.right * horizontal);

     if (Input.GetKeyDown(KeyCode.Space) && rb.velocity.y == 0)
     {
         rb.AddForce(transform.up * jumpHeight);
     }


     if (rb.velocity.magnitude > maxSpeed)
     {
         rb.velocity = rb.velocity.normalized * maxSpeed;
     }

     Vector2 mouse = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);

     if (mouse.x < Screen.width / 2)
     {
         transform.rotation = Quaternion.Euler(0, 180, 0);

         #region movement
         if (Input.GetKey("d"))
         {
             rb.AddForce(-transform.right * moveSpeed);
         }

         if (Input.GetKey("a"))
         {
             rb.AddForce(transform.right * moveSpeed);
         }

         if (Input.GetKeyUp("d"))
         {
             rb.velocity = Vector2.zero;
         }

         if (Input.GetKeyUp("a"))
         {
             rb.velocity = Vector2.zero;
         }
         #endregion movement
     }

     if (mouse.x > Screen.width / 2)
     {
         transform.rotation = Quaternion.Euler(0, 360, 0);

         #region movement
         if (Input.GetKey("d"))
         {
             rb.AddForce(transform.right * moveSpeed);
         }

         if (Input.GetKey("a"))
         {
             rb.AddForce(-transform.right * moveSpeed);
         }

         if (Input.GetKeyUp("d"))
         {
             rb.velocity = Vector2.zero;
         }

         if (Input.GetKeyUp("a"))
         {
             rb.velocity = Vector2.zero;
         }
         #endregion movement
     }

 }

}

Thanks in advance, and help is appreciated.

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