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Question by ardahan · Apr 30, 2016 at 11:01 PM · transformaddforcetransform.positionforce

Use force instead of transform.position

Hello I have a mouse follow script which is use static velocity. But i want to transform it to force physics How can i do it.

My Script is ;

using UnityEngine; using System.Collections; using UnityEngine.UI; using System.Threading;

public class MouseFollow : MonoBehaviour { #region DEGİSKENLER

 private Vector3 Position;
 RaycastHit hit;
 Ray ray;
 public float speed = 10f;
 private int sayac = 0;
 private bool durum = false;
 private int durum2 = 0;
 int position = 0;
 private bool flag = false;
 private Vector3 endPoint;
 public float duration = 50.0f;
 private float yAxis;
 private Rigidbody rb;
 #endregion DEGİSKENLER

 #region OLAYLAR
 void Start()
 {
     yAxis = gameObject.transform.position.y;
     Rigidbody rb = GetComponent<Rigidbody>();
 }
   
 void Update()
 {
     ray = Camera.main.ScreenPointToRay(Input.mousePosition);

     if (Physics.Raycast(ray, out hit))
     { 
         flag = true;
       
         endPoint = hit.point;
       
         endPoint.y = yAxis;
     }

     if (flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
     {   
         if (sayac % 10 == 0)
         {
             position = Random.Range(10, 20);
             durum2 = Random.Range(0, 1);
             if (durum2 == 0)
             {
                 position = position * -1;
             }

             if (durum)
             {
                     float xx = position;
                 endPoint.x -= xx;
                 durum = false;
             }
             else
             {

                 float xx2 = (float)position;
                 endPoint.z -= xx2;
                 durum = true;
             }

             ;
             //gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1 / (duration * (Vector3.Distance(gameObject.transform.position, endPoint))));
             
             
             for (int wait = 0; wait < 5000000; wait++)
             {

             }
         }
         else
         {
             //gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1 / (duration * (Vector3.Distance(gameObject.transform.position, endPoint))));
         }
         sayac++;
     }
   
     else if (flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
     {
         flag = false;
         Debug.Log("I am here" + sayac.ToString());
     }
 }
 #endregion OLAYLAR

}

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Answer by Glurth · Apr 30, 2016 at 11:51 PM

I would take the difference between the mouse hit point position, and the following-object's position. (uncomplied, example only code)

 Vector3 diff = hit.point - gameObject.transform.position;

If we don't want the distance to effect the force, normalize our diff vector (set length = 1)

 diff.Normalize();

Now apply force in that direction:

 RigidBody rb = gameObject.GetComponent<RigidBody>();
 if(rb!=null)
    rb.AddForce(diff*forceMagnitude); //if we did not normalize diff earlier, this force's final magnitude would scale with the distance (might be desirable)
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