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Question by superluigi · Jan 29, 2014 at 08:02 PM · rigidbody2daddforce

Why doesn't rigidbody2D.AddForce(-5, 2); work?

Assets/Scripts/2DRigid/RigidSwordEnemy.js(54,37): BCE0017: The best overload for the method 'UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2)' is not compatible with the argument list '(int, int)'.

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Answer by VildNinja · Jan 29, 2014 at 08:06 PM

because it only suppports vectors: https://docs.unity3d.com/Documentation/ScriptReference/Rigidbody2D.AddForce.html

rigidbody2D.AddForce(Vector2(-5, 2));

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avatar image superluigi · Jan 29, 2014 at 08:10 PM 0
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This is from the scripting reference for a regular rigidbody requiring Vector3 coordinates.

    function FixedUpdate () 
    {
         rigidbody.AddForce (0, 10, 0);
    }

I guess putting rigidbody2D before addforce doesn't let it know that you are working with Vector2.

avatar image VildNinja · Jan 29, 2014 at 08:44 PM 0
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No rigidbody.AddForce(0, 10, 0); is a convenience method if you for some reason not use Vector3 in your code. They apparently decided not to add this for 2D.

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