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Question by Beatmaker · Jun 13, 2020 at 05:32 PM · addexplosionforce

How can I stop moving my player by AddExplosionForce after a while?

Hello, I'm using the function AddExplosionForce() and my player is been affecting quite a long time. Especially the position and rotation of my player are changing continuously.

I want to make my player is affected at the time of 'Explosion' like moving back and stopped after a while. In addition, the rotation should not be changed by the function.

What do you think about that?

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avatar image WaqasHaiderDev · Jun 13, 2020 at 08:48 PM 0
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Regarding rotation, you can freeze x, y, z rotations of your player rigid body. Regarding other issue, can you share some sample code and more elaboration of the scenario?

avatar image Beatmaker WaqasHaiderDev · Jun 14, 2020 at 06:06 AM 0
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Thank you for your answer. Unfortunately, I have to use the rotation around the y-axis(so clockwise and counterclockwise). I found the rotation has occurred when the player collided with enemies or barrels.

player script:

[System.Serializable] public class Anim { public AnimationClip idle; public AnimationClip runForward; public AnimationClip runBackward; public AnimationClip runRight; public AnimationClip runLeft;

}

public class PlayerCtrl : $$anonymous$$onoBehaviour { private float h = 0.0f; private float v = 0.0f;

 private Transform tr;
 public float moveSpeed = 10.0f;
 public float rotSpeed = 100.0f;

 public Anim anim;
 public Animation _animation;


 public int hp = 100;

 private int initHp;
 public Image imgHpbar;




 public delegate void PlayerDieHandler();
 public static event PlayerDieHandler OnPlayerDie;



 void Start()
 {

     tr = GetComponent<Transform>();

     _animation = GetComponentInChildren<Animation>();
     _animation.clip = anim.idle;
     _animation.Play();


     initHp = hp;



 }

 // Update is called once per frame
 void Update()
 {
     h = Input.GetAxis("Horizontal");
     v = Input.GetAxis("Vertical");

     /*
     Debug.Log("H=" + h.ToString());
     Debug.Log("V=" + v.ToString());
     */



     Vector3 moveDir = (Vector3.right * h) + (Vector3.forward * v);
     tr.Translate(moveDir.normalized * moveSpeed * Time.deltaTime, Space.Self);

     tr.Rotate(Vector3.up * rotSpeed * Time.deltaTime*Input.GetAxis("$$anonymous$$ouse X"));


alt text

image.png (297.9 kB)
avatar image nt314p · Jun 14, 2020 at 12:51 AM 0
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You can also try modifying the drag on the player's rigidbody component.

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Answer by Zoedingl · Jun 21, 2020 at 02:54 PM

You can increase the drag attribute in the player's Rigidbody.

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