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Question by SneakingMilk · Jun 17, 2020 at 08:32 PM · 2dinputcontroller

Bug when using input system for co-op input

I've been setting up the new input system to handle co-op movement and had a working prototype for movement in 2D. However in trying to modify the system to handle platform-style player control I'm getting some really strange behaviour. The first player to join controls normally however when input for the second player is registered, rather than moving as expected when using Rigidbody2D.velocity the player snaps to a position and when input is released they return to the origin?? Any suggestions would be much appreciated as I can't figure out what could be causing an issue. Both players use the exact same scripts and input configuration. Here's some of the code from my player controller.

 //Call movement each frame to apply input
 void Update()
     {
         Movement();
     }
 
 //Receives input vector from another script based on input system
 public void SetInputVector(Vector2 input)
     {
         movement = new Vector2(input.x, 0f);
     }
 
 void Movement()
     {
         rb.velocity = movement * moveSpeed;
         FlipSprite();
         CheckAnimation();
     }
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