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Question by FyreDemon405 · Apr 23, 2017 at 09:32 PM · sphererigidbody.addforce

Rigidbody addforce not working

I have a spherical GameObject that is meant to move towards the player depending which side of it its on and this is not working. I tried transform.Translate butthat had some...... Unexpected results with it just hovering over the player the whole time.

here is my current code:

using UnityEngine; using System.Collections;

public class enemymovement : MonoBehaviour {

 public Transform target;
 public float dirNum;
 public GameObject enemyouter;
 public GameObject player;
 public float speed_for_distance = 10f;
 public float movespeed = 10f;
 public GameObject Enemymover;
 
 
 private bool canmove = true;

 
 
 float AngleDir(Vector3 fwd, Vector3 targetDir, Vector3 up) {
     Vector3 perp = Vector3.Cross(fwd, targetDir);
     float dir = Vector3.Dot(perp, up);
     
     if (dir > 0f) {
         return 1f;
     } else if (dir < 0f) {
         return -1f;
     } else {
         return 0f;
     }
 }
 
 // Update is called once per frame
 void FixedUpdate () 
 {
     Vector3 heading = target.position - transform.position;
     dirNum = AngleDir(transform.forward, heading, transform.up);
     if(dirNum == 1f && canmove)
     {
         enemyouter.transform.Rotate(Vector3.back, 18000 / Vector3.Distance(player.transform.position, enemyouter.transform.position) / speed_for_distance * Time.deltaTime);
         //transform.Translate(movespeed * Vector3.right * Time.deltaTime);    //removed becase it just hovers over the player with this in place
         Enemymover.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 5f), ForceMode.Impulse);
     }
     if(dirNum == -1f && canmove)
     {
         enemyouter.transform.Rotate(Vector3.back, -18000 / Vector3.Distance(player.transform.position, enemyouter.transform.position) / speed_for_distance * Time.deltaTime);
         //transform.Translate(movespeed * Vector3.left * Time.deltaTime);    //removed becase it just hovers over the player with this in place
         Enemymover.GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, -5f), ForceMode.Impulse);
     }
 }

}

all it does is sit there doing its thing. also the object that is spinning is a different one

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