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Question by jackychiu02 · Aug 13, 2021 at 05:17 PM · unity 2dbeginneraddforce

My knockback based on physics doesn't work, would you help me fix it?

What i want to do is when the hitbox trigger with the enemy, it get a knockback towards the opposite side of the hitbox coming.

But when i do it, the coroutine did start, yet the enemy just stop for a second and continue moving without any knockback.

I was thinking is it because of the MoveTowards function prevent the enemy from moving away from the trace(and prevent knockback). Im not sure if i am right, can someone teach me how to do the knockback?

 public class Enemy : MonoBehaviour
 {
     private Rigidbody2D rb;
     private float waitTime;
     public float startWaitTime;
     public float speed;
     public Transform MaxPos;
     public Transform MinPos;
     public Transform moveSpot;
     public Vector2 KnockbackDir;
     public HitBox hitBox;
     public bool ishitting;
     // Start is called before the first frame update
     void Start()
     {
         moveSpot.position = new Vector2(Random.Range(MinPos.position.x,MaxPos.position.x),Random.Range(MinPos.position.y,MaxPos.position.y));
         rb = GetComponent<Rigidbody2D>();
         hitBox = FindObjectOfType<HitBox>();
     }
 
     void Update()
     {
         if(!ishitting){
             transform.position = Vector2.MoveTowards(transform.position,moveSpot.position, speed * Time.deltaTime);
          if(Vector2.Distance(transform.position,moveSpot.position)<0.1f){
             if(waitTime<=0){
                 MovePosition();
             }else{
                 waitTime -= Time.deltaTime;
             }
         }
     }
 
     private void MovePosition(){
         moveSpot.position = new Vector2(Random.Range(MinPos.position.x,MaxPos.position.x),Random.Range(MinPos.position.y,MaxPos.position.y));
         waitTime = startWaitTime;
         
     }
     
     private void OnTriggerEnter2D(Collider2D other) {
         if(other.CompareTag("Hitbox")){
             StartCoroutine("KnockbackCo");
         }
     }
     private IEnumerator KnockbackCo(){
         ishitting = true;
         KnockbackDir = rb.transform.position - hitBox.transform.position;
         rb.AddForce(KnockbackDir * 10, ForceMode.Impulse)
         yield return new WaitForSeconds(1);
         ishitting = false;
     }
 }

This is my first time asking questions here, please forgive me if i ask not clear enough.

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