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Question by OuterWorldGames · Feb 02, 2014 at 09:39 AM · addforcesmoothtranslatecollisions

Smooth 2D collision

Whenever I use transform.Translate(), the player slightly clips through a square while they fall, but rigidbody.AddForce() does not present the same issue. When I use AddForce, however, there is no regulation of the player's speed. Is there any way I can have smooth collisions and not have acceleration?

(The player has a BoxCollider2D and Rigidbody2D, and the square has a BoxCollider2D.)

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Answer by highpockets · Feb 02, 2014 at 11:21 AM

You shouldn't use transform.Translate with a rigidbody unless you don't expect a collision to happen. AddForce will give you acceleration, but rigidbody.velocity is what you are after. I dealt with a very similar situation and had to come up with an algorithm that tested the square magnitude of the velocity vector ( rigidbody.velocity.sqrMagnitude ) against a max and min value to find the happy medium, but while still using AddForce because it still produced a realistic movement.

rigidbody.velocity will produce the value that you declare in the vector immediately, which will skip the acceleration that AddForce applies. In my situation, I found that it was beneficial to use AddForce with a super fast acceleration initially until it made it to my happy speed at which time I regulated the speed by doing something similar to this:

 allowableVariance = 1.5f;
 curSqrMag = rigidbody.velocity.sqrMagnitude;
 maxSqrMag = 800;
 minSqrMag = 100;
 speed = 10;
 diff = Mathf.Abs( rigidbody.position.x - targetPos.x );
 
 
 if( curSqrMag < maxSqrMag
                 || curSqrMag <= minSqrMag )
             {
                 
                 rigidbody.AddForce ( diff * speed );
             }
 
 else{
 
 brakeFactor = -10;
 
 rigidbody.AddForce( brakeFactor * rigidbody.velocity );
 
 }

Hope this helps

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