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2D launch angle
In the 3D world, this code...
Quaternion.AngleAxis(-upwardsAngle, transform.right) ✕ transform.forward ✕ knockbackForce
...launches an object forward at an angle. But when I translate this into a 2D world...
Quaternion.AngleAxis(upwardsAngle, transform.forward) ✕ transform.right ✕ knockbackForce
... it should launch a rigidbody properly if I set the angle to 30 degrees like this...
rigidbody2D.velocity = Quaternion.AngleAxis(30, transform.forward) ✕ transform.right ✕ knockbackForce
Instead it only launches the character upwards at various heights depending on the angle. So what am I doing wrong?
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