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Question by MascarellDev · May 10, 2015 at 11:59 AM · 2dphysicsrigidbody2dphysics2d

Rigidbody2D freezes

Hey guys! I'm making a simple 2d character controller to move around a couple of platforms. It works ok despite the different heights of the jump x), but sometimes when you're pressing either A or D, it just freezes on the direction you're moving, and until you move on the opossite direction you can't move again on that one :( . Here's the code :

 void FixedUpdate()
     {
         float movement = Input.GetAxis("Horizontal"); //Take the input of the horizontal axis
         
         if(active)
         {
             body.velocity = new Vector2(movement * speed, body.velocity.y); //Apply movement and dont change velocity on Y axis
             
             if(Input.GetKeyDown(KeyCode.Space) && grounded)
             {
                 body.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
                 grounded = false;
             }
         }
     }

To manage the grounded bool is just a OnCollisionEnter2D with the gameObjects with the tag "Tile".

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Answer by $$anonymous$$ · May 11, 2015 at 02:50 AM

I am not sure of this one but here what I would have done.

  Vector2 pos = new Vector2(0.1f , 0f);
 void Update{
    if(Input.GetKey(Keycode.A))
        player.transform.position-=pos;
    if(Input.GetKey(Keycode.D)){
      player.transform.position+=pos;
 } 
 }

The logic is simple : you define a vector having 0.1 unit in X-axis.. now when you press A it subtracts 0.1 unit from player's x position and gives it the new position to the left and similarly for pressing D.

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