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Question by CameronSchiff · May 30, 2019 at 07:21 AM · velocity2d-physics2d-gameplay

How to make player launch toward mouse position, but with a consistent velocity?

I've at least got the player to properly fling toward the mouse position with

 rb2d = GetComponent<Rigidbody2D>();
 
 void Torpedo()
     {
         Vector2 mousePosition = Input.mousePosition;
         mousePosition = UnityEngine.Camera.main.ScreenToWorldPoint(mousePosition);
     
         Vector2 Torpedo_Force = new Vector2(mousePosition.x - transform.position.x, mousePosition.y - transform.position.y);
         rb2d.velocity = (Torpedo_Force);
     }

But the problem is the amount of force added is dependent on how far the mouse is from the player. I want the amount of force to be fixed so that I can adjust the power of the launch depending on how long the mouse button is held down for before releasing. How might I be able to prevent the mouse distance from affecting the power of the launch?

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Answer by highpockets · May 30, 2019 at 08:04 AM

At the moment, you are only using the magnitude/length of the directional vector. You are on the right path, but may I suggest that you normalize the direction and multiply it by the speed value you want, like so:

 float torpedoForce = 20.0f;
 Vector2 torpedoDirection= (mousePosition - transform.position).normalized;
 
          rb2d.velocity = (torpedoDirection * torpedoForce);

Normalizing the vector makes it the length of 1 unit, so then multiplying the speed will make the vector length equal to speed while still facing the same direction.

Cheers

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