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Player Bounces On Ascending Platform After Platform Velocity Is Updated
Hey everyone, I currently am developing my first Unity2D game and have run into a problem that I just cannot find a working solution to. The game is a falling platformer and I have it set up so that the platforms move up at a velocity of 2 unless the player is touching an invisible collider which causes the platforms' velocity to increase to 10 creating the illusion of freefalling. The issue is that once the velocity has been updated the force of the ascending platforms knocks the player upwards on impact, creating an unintended bounce effect. This seems to be a simple problem however I am yet to have this resolved after spending the last couple of days messing with the code and the RigidBody settings on both the player and the platforms. I decided to test what would if I set the velocity of the platforms to 10 from the start so that it doesn't update during gameplay and, strangely enough, the player does not bounce. It seems the issue lies in the velocity being updated during gameplay. The player body type is dynamic and the platforms' body types are kinematic.
I decided to test what would happen if I set the velocity of the platforms to 10 from the start so that it doesn't update during gameplay and, strangely enough, the player does not bounce. It seems the issue lies in the velocity being updated during gameplay.
So far I have tried:
Increasing the mass of the player dramatically - absolutely no effect.
Setting player's rigidbody.velocity.y to 0 on impact - nothing.
Changing the player's body type to kinematic briefly on impact then setting it back to dynamic - nope.
I see absolutely no reason why this would be happening but despite everything I've tried I imagine there must be an incredibly simple solution. Any suggestions would be greatly appreciated.
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