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Question by toishaanpatel · Jul 26, 2020 at 09:00 PM · movementvelocity

How to get 'real' velocity of an object and not the input velocity?

I have a player controller where the player uses velocity to move using physics. Now if I hit a wall, the input velocity is still the same, but the player stops moving. I need a way to get the player's velocity (real) when he is running into a wall because I am constantly feeding 25 into the player's z velocity, but what if the player is on a wall? He is then not moving at all, but the velocity on z still gives 25.

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avatar image Captain_Pineapple · Jul 27, 2020 at 11:34 AM 1
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can you add your code? Because that kind of sounds like you set the velocity first and then check for it's value.

avatar image toishaanpatel Captain_Pineapple · Jul 27, 2020 at 05:18 PM 0
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Yeah, this was my velocity code:

Vector3 vel = transform.forward * movespeed; vel.y = rb.velocity.y.

//now if I bump into a wall, this code is still running, but I want the real velocity to check later on for something and not what I am inputting into this.

avatar image $$anonymous$$ · Jul 27, 2020 at 05:25 PM 0
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rigidbody.velocity.magnitude

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Answer by jamesvhyde · Jul 27, 2020 at 05:45 PM

If you set the rigid body's z velocity to 25, it's definitely going to be 25 when you try to read it. Make sure you check it before you set it, in whatever script you're setting it.

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Answer by Llama_w_2Ls · Jul 27, 2020 at 05:40 PM

Yup, rigidbody.velocity should work. Credit to @nanavatidhruvik

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