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Question by guigzp · Jun 15, 2020 at 09:35 AM · 2dmovement2d game2d-physicstiles

How to push an object in 2D grid style

Hello, i have a script for movement in tile based grid (1 cell per time) and i want to be able to push the objects that i collide a fix length too. Right now i'm able to to this by changing the position of the collide object but the movement is not smooth (cause is not moving per frame but instant). How can i adapt the code? Or there are better ways to reach this behavior?

I simply want that every object in my game only move in tiles, staying inside each cell.

Here is my code for movement:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class newMovement : MonoBehaviour
 {
 
     public float moveSpeed = 5f;
     public Transform movepoint;
     public LayerMask whatStopsMovement;
 
     private Vector3 newPosition;
 
 
     void Start()
     {
         movepoint.parent = null;        
     }
 
     void Update()
     {
         transform.position = Vector3.MoveTowards(transform.position, movepoint.position, moveSpeed * Time.deltaTime);
 
         if(Vector3.Distance(transform.position, movepoint.position) <= .05f){
             float inputX = Input.GetAxisRaw("Horizontal");
             float inputY = Input.GetAxisRaw("Vertical");
 
             if(Mathf.Abs(inputX) == 1f){
                 newPosition  = movepoint.position + new Vector3(inputX, 0f, 0f);
                 if(!Physics2D.OverlapCircle(newPosition, .2f, whatStopsMovement)){
                     movepoint.position = newPosition;
                 }else{
                     Physics2D.OverlapCircle(newPosition, .2f, whatStopsMovement).gameObject.transform.position = Physics2D.OverlapCircle(newPosition, .2f, whatStopsMovement).gameObject.transform.position + new Vector3(inputX, 0f, 0f);
                 }
             }else if(Mathf.Abs(inputY) == 1f){
                 newPosition  = movepoint.position + new Vector3(0f, inputY, 0f);
 
                 if(!Physics2D.OverlapCircle(newPosition, .2f, whatStopsMovement)){
                     movepoint.position = newPosition;
 
                 }else{
                     Physics2D.OverlapCircle(newPosition, .2f, whatStopsMovement).gameObject.transform.position = Physics2D.OverlapCircle(newPosition, .2f, whatStopsMovement).gameObject.transform.position + new Vector3(0f, inputY, 0f);
                 }
             }
         }
     }
 }

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