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Question by Xercium · May 04, 2016 at 06:38 PM · addforce2d collision2d physics

How to add a startforce to a rigidbody 2D but let gravity take it from there?

Hi,

I'm making a 2D platformer game and now I want to trow a ball. The ball has to collide with everything except my player. So I added a rigidbody 2D and a trigger collider, I also added a child with a normal collider (with different layers so I can filter what I want to collide with).

Now the physics are working just fine, the ball is bouncing of everything but it's not yet starting with a velocity. Now it just starts and let gravity do his thing.

What I want is to give my object a start speed depending on how I possition my joystick (xbox controller). Calculating the angle isn't hard but for now a fixed angle will be fine. If I add force on awake, I see I can make it move but it seems that the force stays there. (like I make it go right, it collides with a wall, bounces left but the force makes it go right again). Is there any way to fix this?

Thanks allot guys!

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avatar image Xercium · May 04, 2016 at 06:41 PM 0
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Here's a video on how it's working now.

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Answer by Xercium · May 06, 2016 at 07:09 PM

 GetComponent<Rigidbody2D>().AddForce(new Vector3 (1,1) * startDirection  * moveSpeed, ForceMode2D.Impulse);

This would do the trick.

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