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Question by Konjointed · May 05 at 01:49 AM · movement

How to stop movement?

The issue I'm having is after letting go of the movement keys the player continues to move/slide in the direction they were going the only solution I've found was to set my moveDirection variable which is a Vector3 to zero, but I feel like this isn't an ideal way to do it, however, a lot of the common answers I've found related to this topic such as adjusting drag, using physics material, applying forces in the opposite direction haven't worked.


I'm using a RigidBody and Capsule Collider it doesn't have a physics material, it's not kinematic and the drag is 0 which I think is just all default and that's pretty much it.


Here is my movement code.

     void Update()
     {
         horizontal = Input.GetAxisRaw("Horizontal");
         vertical = Input.GetAxisRaw("Vertical");
         inputDirection = new Vector3(horizontal, 0, vertical).normalized;
 
         if (inputDirection.magnitude > 0)
         {
             float targetAngle = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + cam.eulerAngles.y; //basically moves in the correct direction the "+ cam.eulerAngles.y" is so it will move in the cameras direction as well
             float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); //makes the player turn smoothly
             transform.rotation = Quaternion.Euler(0f, angle, 0f); 
             moveDirection = (Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward).normalized; //new new move direction takes into account the camera's rotation
         }
         // else
         // {
         //     moveDirection = Vector3.zero;
         // }
     }
 
     void FixedUpdate()
     {
         //Debug.Log(transform.position + moveDirection * walkSpeed * Time.fixedDeltaTime);
         rigidBody.MovePosition(transform.position + moveDirection * walkSpeed * Time.fixedDeltaTime);
         rigidBody.AddForce(-transform.up * gravity, ForceMode.Acceleration); //gravity
     }
 





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Answer by Dag-Tholander · May 06 at 06:56 AM

The issue is that you check if (inputDirection.magnitude > 0). When the player gives no input, moveDirection will stay the same since inputDirection.magnitude > 0 returns false. You can fix this by adding the else statement to the code.

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