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Question by yhshafqat · Dec 14, 2020 at 07:18 PM · translate

Pong's pad does not follow ball correctly

the problem i am facing is that i have a pong game. in that the pad controlled by the game is set by a simple line of code. it basically just translates its y position to the y position of the ball. but the problem is that it likes to strafe in the opposite direction for example if the ball's y position is 2, then it will first strafe to -1 before correcting it self


Game's pad's code is

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class enemy : MonoBehaviour
  {
      public float distanceFromRight, speed;
      public Transform ball;
  
      private void Update()
      {
          movement();
      }
  
      private void movement()
      {
          transform.position = new Vector2(Mathf.Clamp(transform.position.x, -playerController.position, -playerController.position), transform.position.y);
          if (Vector2.Distance(new Vector2(0, ball.transform.position.y), new Vector2(0, transform.position.y)) > .2f)
          {
              transform.Translate(new Vector2(0, ball.transform.position.y) * speed * Time.deltaTime, Space.Self);
              Debug.Log("Ball transform.position.y is " + " ' " + ball.transform.position.y + " ' " + " while the pad's tranform.position.y is " + " ' " + transform.position.y + " while the distance between the two is equal to " + " ' " + Vector2.Distance(new Vector2(0, ball.transform.position.y), new Vector2(0, transform.position.y)) + " ' ");
          } else
          {
              transform.position = transform.position;
          }
      }
  }


while the ball's code is

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class ball : MonoBehaviour
  {
      private Rigidbody2D rb;
      private Vector2 enemyPos, playerPos;
      private bool isOnRight, isOnLeft;
  
      public float speed;
      public static Vector2 ballPosition;
      public Transform enemy;
  
      private void Start()
      {
          rb = GetComponent<Rigidbody2D>();
          rb.velocity = transform.right * -1 * speed;
      }
  
      private void OnCollisionEnter2D()
      {
          ballPosition = transform.position;
          if (transform.position.x < 0)
          {
              enemyPos = enemy.transform.position;
              isOnLeft = true;
              isOnRight = false;
          } else
          {
              playerPos = playerController.playerPosition;
              isOnRight = true;
              isOnLeft = false;
          }
      }
      private void Update()
      {
          if (isOnRight)
          {
              transform.Translate(new Vector2(playerPos.x, -playerPos.y) * speed * Time.deltaTime, Space.World);
              if (Vector2.Distance(new Vector2(transform.position.x, 0), new Vector2(playerPos.x, 0)) < .4f)
              {
                  isOnRight = true;
                  isOnLeft = false;
              }
          }
          if (isOnLeft)
          {
              transform.Translate(new Vector2(enemyPos.x, -enemyPos.y) * speed * Time.deltaTime, Space.World);
              if (Vector2.Distance(new Vector2(transform.position.x, 0), new Vector2(enemyPos.x, 0)) < .4f)
              {
                  isOnLeft = true;
                  isOnRight = false;
              }
          }
      }
  }

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