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Question by Hakumaru · Feb 26, 2014 at 07:27 AM · physicsrigidbodyvector3

rigidbody. Velocity = Vector3.zero; ? help?

Okay, i was having this problem yesterday, but i have nothing to show you, so please try to understand me..

I may also say something that makes no sense, but i don't have my code in front of me..

So lets say i do rigidbody.addForce(transform.forward * speed); and i do the same but for transform.right, so now you're heading forward AND right, ya know, diagonally. But on release how can i make it zero out ONLY right? So lets say you release the "D" key how can i make my person still go forward but not right? sorry, i'm not the best with physics, my best guess was "rigidbody.Velocity = Vector3.zero" which obviously stopped velocity in all directions.

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Answer by robertbu · Feb 26, 2014 at 07:31 AM

This is untested, but should work:

 var dir = rigidbody.velocity;
 dir = transform.InverseTransformDirection(dir);
 dir.x = 0.0f;
 rigidbody.velocity = transform.TransformDirection(dir);

It converts the velocity into local coordinates. There, the 'x' portion of the velocity is set to 0, and then it is converted back.

An alternate solution (again untested):

 rigidbody.velocity = Vector3.Project(rigidbody.velocity, transform.forward);
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avatar image Hakumaru · Feb 26, 2014 at 07:39 AM 0
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Thanks, i will try it out!

avatar image Hakumaru · Feb 26, 2014 at 10:15 AM 0
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by the way, i use C# but i can convert :P

avatar image robertbu · Feb 26, 2014 at 04:16 PM 0
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The only change that has to be made for C# is to add 'f' to the 0.0.

avatar image Hakumaru · Mar 01, 2014 at 02:52 AM 0
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i don't do it that way is what i'm saying :)

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