Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Jun 28, 2011 at 12:31 AM by Chris D for the following reason:

dupe: http://answers.unity3d.com/questions/136386/addforce-with-a-constant-velocity-not-overtime.html

avatar image
0
Question by Austin 3 · Jun 28, 2011 at 12:16 AM · gameobjectrigidbodyaddforcenormalized

AddForce to an object with static velocity

So, I have code that takes a hitPoint (Where a user clicks on the screen) and subtracts it from the players currentposition which, from what I understand from reading, will give me the direction the player should go in. So question #1, is it a direction? an angle? Once I do that, I normalize it which, again from reading I though it would make the object always move with a constance velocity towards its' destination. Question #2, does will normalizing a vector3 for rigibody.AddForce force the object at a constant velocity no matter the distance of the click from the player.

pHitPoint is the Vector3 parameter where the player click that is passed. transform.position is the gameObjects position that we want to add a force to (the player).

 rigidbody.AddForce((pHitPoint - transform.position).normalized * (jumpForce * 2), ForceMode.Impulse);
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

  • Sort: 

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

AddForce with a constant velocity (not overtime) 1 Answer

How do I add force in the on trigger 1 Answer

Instantiated Bullet Force not being applied 0 Answers

Adding Force to a Rigidbody through OnTriggerEnter 1 Answer

throw object at specific direction or angle 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges