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Question by istiakshovon001 · Feb 15, 2021 at 11:07 AM · physics3d

objects are keep falling,

![Image][1]

![image][2]

![image][3]

![image][4]

![image][5]

I added some screenshots above. When I run the game obstacle are falling rapidly through y axis. So, there's no more obstacle in that ground. If there's ground than those obstacle should stopped. I tried by freezing them. But, when another object hit them they are froze. So, I want ground to stop them. I have another question also. I have player movement. When I will run the program. The Player should be go through z axis. But, The object(player) don't move.

PlayerMovement.cs

 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public Rigidbody rb; 
     public float forwardForce=2000f;
 
 
     void FixedUpdate()
     {
         rb.AddForce(0,0,forwardForce * Time.deltaTime);
         if(Input.GetKey("d")){
             rb.AddForce(30 * Time.deltaTime,0,0, ForceMode.VelocityChange);
         }else if(Input.GetKey("a")){
             rb.AddForce(-30 * Time.deltaTime,0,0, ForceMode.VelocityChange);   
         }
 
         if(!Input.touchSupported)
         {
             // Still support PC keys
             if(Input.GetKey(KeyCode.D))
             {
                 rb.AddForce(30 * Time.deltaTime,0,0, ForceMode.VelocityChange);
             }
             else if(Input.GetKey(KeyCode.A))
             {
                 rb.AddForce(-30 * Time.deltaTime,0,0, ForceMode.VelocityChange);   
             }
         }
         else
         {
             // For touch devices
             if(Input.touchCount == 1)
             {
                 var touch = Input.GetTouch(0);
                 var touchPos = touch.position;
 
                 var isRight = touchPos.x >= Screen.width / 2f;
 
                 if(isRight)
                 {
                     rb.AddForce(30 * Time.deltaTime,0,0, ForceMode.VelocityChange);
                 }
                 else
                 {
                     rb.AddForce(-30 * Time.deltaTime,0,0, ForceMode.VelocityChange);   
                 }
             }
         }
 
 
 
 
         if(Physics.Raycast(transform.position,Vector3.down,0.5f)==false){
             // rb.velocity = new Vector3(0, rb.velocity.y, 0);
             rb.constraints = RigidbodyConstraints.FreezePositionZ;
         }else{
             rb.constraints = RigidbodyConstraints.None;
         }
 
         if(rb.position.y < -1f){
             FindObjectOfType<GameManager>().EndGame();
         }
     }
 }

PlayerCollision.cs



 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class PlayerCollision : MonoBehaviour
 {
     
     public PlayerMovement movement;
 
     void OnCollisionEnter(Collision collisionInfo)
     {
         Debug.Log(collisionInfo.collider.name);
         if (collisionInfo.collider.tag == "obstacle")
         {
             movement.enabled = false;
             FindObjectOfType<GameManager>().EndGame();
         }else if(collisionInfo.collider.name == "END"){
             FindObjectOfType<GameManager>().CompleteLevel();
         }
     }
     void Restart(){
         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     }
 }


![image][6]

If you look at above source code clearly. So, you might see that I have a Debug.Log right there. But, when I run the game. I don't get any message to console.

As a new game developer(learning) I don't know what's happening, what's wrong with this.

I tried to stop those objects by freezing or unchecking use Gravity or, checking Is Kinematic. But, I want those obstacles to move if player hits those objects or they are not on that ground.

,!First image][1]

![Second image][2]

![Third image][3]

![Forth image][4]

![Fifth image][5]

I added some screenshots above. When I run the game obstacle are falling rapidly through y axis. So, there's no more obstacle in that ground. If there's ground than those obstacle should stopped. I tried by freezing them. But, when another object hit them they are froze. So, I want ground to stop them. I have another question also. I have player movement. When I will run the program. The Player should be go through z axis. But, The object(player) don't move.

PlayerMovement.cs

 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public Rigidbody rb; 
     public float forwardForce=2000f;
 
 
     void FixedUpdate()
     {
         rb.AddForce(0,0,forwardForce * Time.deltaTime);
         if(Input.GetKey("d")){
             rb.AddForce(30 * Time.deltaTime,0,0, ForceMode.VelocityChange);
         }else if(Input.GetKey("a")){
             rb.AddForce(-30 * Time.deltaTime,0,0, ForceMode.VelocityChange);   
         }
 
         if(!Input.touchSupported)
         {
             // Still support PC keys
             if(Input.GetKey(KeyCode.D))
             {
                 rb.AddForce(30 * Time.deltaTime,0,0, ForceMode.VelocityChange);
             }
             else if(Input.GetKey(KeyCode.A))
             {
                 rb.AddForce(-30 * Time.deltaTime,0,0, ForceMode.VelocityChange);   
             }
         }
         else
         {
             // For touch devices
             if(Input.touchCount == 1)
             {
                 var touch = Input.GetTouch(0);
                 var touchPos = touch.position;
 
                 var isRight = touchPos.x >= Screen.width / 2f;
 
                 if(isRight)
                 {
                     rb.AddForce(30 * Time.deltaTime,0,0, ForceMode.VelocityChange);
                 }
                 else
                 {
                     rb.AddForce(-30 * Time.deltaTime,0,0, ForceMode.VelocityChange);   
                 }
             }
         }
 
 
 
 
         if(Physics.Raycast(transform.position,Vector3.down,0.5f)==false){
             // rb.velocity = new Vector3(0, rb.velocity.y, 0);
             rb.constraints = RigidbodyConstraints.FreezePositionZ;
         }else{
             rb.constraints = RigidbodyConstraints.None;
         }
 
         if(rb.position.y < -1f){
             FindObjectOfType<GameManager>().EndGame();
         }
     }
 }

PlayerCollision.cs

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class PlayerCollision : MonoBehaviour
 {
 
     public PlayerMovement movement;
 
     void OnCollisionEnter(Collision collisionInfo)
     {
         Debug.Log(collisionInfo.collider.name);
         if (collisionInfo.collider.tag == "obstacle")
         {
             movement.enabled = false;
             FindObjectOfType<GameManager>().EndGame();
         }else if(collisionInfo.collider.name == "END"){
             FindObjectOfType<GameManager>().CompleteLevel();
         }
     }
     void Restart(){
         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     }
 }
 

![Sixth image][6]

If you look at above source code clearly. So, you might see that I have a Debug.Log right there. But, when I run the game. I don't get any message to console.

As a new game developer(learning) I don't know what's happening, what's wrong with this.

I know I could stop those objects by uncheck Use gravity or checking Is Kinematic. But I want those obstacles to move if player hits them. Or, if they are not on ground than those obstacle should be fall down.

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