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Question by djindepth12 · Mar 01, 2014 at 08:07 PM · rigidbody2dvelocity

2D Character defies gravity when moving horizontally

If my 2D character is running down a ramp he takes to the air like a plane while I have the left or right axis engaged. When I release the key he drops to the ground. I tried animate physics checked and unchecked. Here is the control script I am using.

 // move player
 function FixedUpdate()
 {
     animator.SetFloat("H_input",h);    // send float to animator
     animator.SetFloat("V_input",v);    // send float to animator
     var other = touch.gameObject.GetComponent(touch_ground); //track ground contact
     
     if(h >= 0.1)
         {
         rigidbody2D.velocity = new Vector2(h * speed, 0); // move on x
         tran = rigidbody2D.transform.position; // read to parallax script
         vel = rigidbody2D.velocity.x; // read to duster script
         }
     else if(h <= -0.1)
         {
         rigidbody2D.velocity = new Vector2(h * speed, 0); // move on x
         tran = rigidbody2D.transform.position; // read to parallax script
         vel = rigidbody2D.velocity.x; // read to duster script
         }
 }
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Answer by Kiloblargh · Mar 01, 2014 at 09:10 PM

rigidbody2D.velocity = new Vector2 ( h * speed, 0 );

The y velocity is zero because you are setting it to zero every FixedUpdate.

If you want the y velocity to be nonzero, try not setting it to zero.

You can set .x and .y components of a Vector2 separately, like this:

 rigidbody2D.velocity.x = h * speed;
 rigidbody2D.velocity.y = ... // you'll still have to figure out what to do here
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avatar image djindepth12 · Mar 01, 2014 at 10:09 PM 0
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That makes sense. I set the velocity.x as shown and just removed the velocity.y. Works perfectly. Thanks!

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