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Question by AustinNSx · Apr 10, 2018 at 06:50 PM · c#scripting problemontriggerenter

Having troubles changing my players speed on collision

I cant seem to make my character increase his speed on collision. I am trying to create another object as a powerup so he can walk faster. I could detect the collision just fine, but the speed (velocity) wont change. This is my entire controller code. My problem is between lines 70 -75

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 //<summary>
 // 1. 8-Directional Movement
 // 2. Stop and face current direction when input is absent
 // </summary>
 public class MarioController : MonoBehaviour {
 
     public Rigidbody rb;
     public float velocity = 5;
     public float turnSpeed = 10;
     public float jumpHeight = 5;
 
     Vector2 input;
     float angle;
 
     Quaternion targetRotation;
     Transform cam;
     
     Animator anim;
 
     private int count;
 
     public Text countText;
     public Text winText;
 
     // Use this for initialization
     void Start () {
         rb = GetComponent <Rigidbody>();
         cam = Camera.main.transform;
         anim = GetComponent<Animator>();
         count = 0;
         SetCountText ();
         winText.text = "";
     }
     
     // Update is called once per frame
     void Update () {
 
         if (Input.GetKey("left shift"))
             velocity = 15;
         if (!Input.GetKey ("left shift"))
             velocity = 10;
         if (Input.GetKeyDown (KeyCode.Space)){
 
             rb.AddForce(new Vector3(0, 20, 0), ForceMode.Impulse);
         }
         
         GetInput();
         
         if (Mathf.Abs(input.x) < 1 && Mathf.Abs(input.y) < 1) return;
         
         CalculateDirection();
         Rotate();
         Move();
 
 
 
     }
 
     void OnTriggerEnter(Collider other) {
         if (other.gameObject.CompareTag ("Basic_Score")) {
             other.gameObject.SetActive (false);
             count = count + 1;
             SetCountText ();
 
         }
 
         if (other.gameObject.CompareTag ("Speed_Capsule")) {
             velocity = 25;
 
 
         }
     }
 
     void SetCountText ()
     {
         countText.text = "Score: " + count.ToString ();
         if (count >= 12)
         {
             winText.text = "You Win!";
 
         }
     }
     
     //summary
     // input based on Horizontal(a,d,<,>) and Vertical (w,s,^,v) keys
     void GetInput() {
         input.x = Input.GetAxisRaw("Horizontal");
         input.y = Input.GetAxisRaw("Vertical");
         anim.SetFloat("BlendX", input.x);
         anim.SetFloat("BlendY", input.y);
     }
     
     //summary
     //Direction relative to the camera's rotation
     void CalculateDirection() {
         angle = Mathf.Atan2(input.x, input.y);
         angle = Mathf.Rad2Deg * angle;
         angle += cam.eulerAngles.y;
         }
     
     //summary
     //rotate toward the calculated angle
     void Rotate() {
         targetRotation = Quaternion.Euler(0, angle, 0);
         transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed * Time.deltaTime);
         
     }
     
     //summary
     //This player only moves along its own forward axis
     void Move() {
         transform.position += transform.forward * velocity * Time.deltaTime;
     }
 
 }
 
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