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Question by JackB226 · Apr 23, 2020 at 03:38 PM · 2drigidbody2dspeedrigidbody.addforce

Rigidbody Problems

I am making a 2D golf game where you drag back and shoot forwards. My problem is that when I am playing it, I shoot and the ball goes really fast, but sometimes it goes really slowly.

This is the script:

  if (this.GetComponent<Rigidbody2D>().velocity.magnitude <= 0.1f && inHole == false)
          {
              ready = true;
          } else
          {
              ready = false;
              //Debug.Log(this.GetComponent<Rigidbody2D>().velocity.magnitude.ToString());
          }
  
          if (Input.GetMouseButtonDown(0) == true && !aiming && ready)
          {
              aiming = true;
          }
  
          if (targetGoal != null)
          {
              this.transform.position = Vector2.Lerp(this.transform.position, targetGoal.transform.position, 2f);
          }
  
          if (aiming)
          {
              prevPos.transform.position = this.transform.position;
              //ENABLE LINE
              line.GetComponent<LineRenderer>().enabled = true;
              //CONTROL INPUT && SHOOT POSITIONS
              startPos = this.transform.position;
              line.GetComponent<LineRenderer>().SetPosition(0, startPos);
              Vector3 shootPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
              shootPos.z = 0;
              shootPos = this.transform.position + (this.transform.position - shootPos);
              endPos = shootPos;
  
              if (Vector3.Distance(startPos, shootPos) > maxDist)
              {
                  Vector3 dir = endPos - startPos;
                  endPos = this.transform.position + (dir.normalized * maxDist);
              }
              line.GetComponent<LineRenderer>().SetPosition(1, endPos);
          } else
          {
              line.GetComponent<LineRenderer>().enabled = false;
          }
  
          if (Input.GetMouseButtonUp(0) == true && aiming && ready)
          {
              endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
              Shoot();
          }
  
  
  
  private void Shoot()
      {
          aiming = false;
          //Debug.Log("Shooting @" + endPos.ToString());
          if(Vector2.Distance(startPos, endPos) > maxDist)
          {
  
          }
          Vector2 direction = startPos - endPos;
          this.GetComponent<Rigidbody2D>().AddForce(direction * speed * Time.deltaTime);
          score++;
          overallScore++;
          overallScoreKeeper.text = overallScore.ToString();
          scoreKeeper.text = score.ToString();
  
      }




Any help would be appreciated. Thanks.

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Answer by MaxLevelNoob · Apr 23, 2020 at 03:46 PM

Everytime you're trying to get the direction of a Vector, you want to make sure it's normalized. If you do not normalize it, then the magnitude of the Vector will vary.

   private void Shoot()
       {
           aiming = false;
           //Debug.Log("Shooting @" + endPos.ToString());
           if(Vector2.Distance(startPos, endPos) > maxDist)
           {
   
           }
           Vector2 direction = (startPos - endPos).normalized;
           this.GetComponent<Rigidbody2D>().AddForce(direction * speed * Time.deltaTime);
           score++;
           overallScore++;
           overallScoreKeeper.text = overallScore.ToString();
           scoreKeeper.text = score.ToString();
   
       
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avatar image JackB226 · Apr 23, 2020 at 03:47 PM 0
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Thank you so much. I really appreciate your help

avatar image MaxLevelNoob JackB226 · Apr 23, 2020 at 03:52 PM 0
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No problem, stay safe and happy developing :)

avatar image JackB226 MaxLevelNoob · Apr 23, 2020 at 03:55 PM 0
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You too. Stay safe

avatar image JackB226 · Apr 25, 2020 at 11:03 AM 0
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@$$anonymous$$axLevelNoob I have tested this and have realized that the speed of the ball is fast no matter what. even if I drag back just a little.

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