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Question by nokel81 · Apr 15, 2015 at 05:36 AM · rigidbodyvelocityaddforce

Why is velocity checking intensive?

I wanted to add a motion limiter so I change this code to he next. The game was then unplayable.

 public class Movement : MonoBehaviour {
     Rigidbody rb;
     public float speed;
 
     void Start(){
         rb = GetComponent<Rigidbody> ();
     }
 
     void FixedUpdate(){ //Physics Update
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
         Vector3 move = new Vector3 (moveHorizontal, 0, moveVertical);        
         rb.AddForce (move * Time.deltaTime * speed);
     }
 }
 
 public class Movement : MonoBehaviour {
     Rigidbody rb;
     public float speed;
     private Vector3 movement;
 
     void Start(){
         rb = GetComponent<Rigidbody> ();
         movement = rb.velocity;
     }
 
     void LateUpdate()
     {
         movement = rb.velocity;
     }
 
     void FixedUpdate(){ //Physics Update
         if (movement.y == 0) {
             float moveHorizontal = Input.GetAxis ("Horizontal");
             float moveVertical = Input.GetAxis ("Vertical");
             Vector3 move = new Vector3 (moveHorizontal, 0, moveVertical);        
             rb.AddForce (move * Time.deltaTime * speed);
         }
     }
 }
 
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avatar image AlwaysSunny · Apr 14, 2015 at 11:30 PM 1
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This question is not phrased very well. The words "intensive" and "unplayable" are not descriptive enough to tell us what is happening.

If I had to guess, I'd say your problem is checking for equality on a velocity vector component. In the world of floating point math and dynamics simulations, you should not expect a vector component to be equal to some number. Check for approximation ins$$anonymous$$d.

http://docs.unity3d.com/ScriptReference/$$anonymous$$athf.Approximately.html

 if ( $$anonymous$$athf.Approximately( movement.y, 0 ) ) {}

avatar image Baste · Apr 15, 2015 at 08:22 AM 0
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In my experience, $$anonymous$$athf.Approximately is a bit too strict on what it allows as "approximately" the same value.

What you're checking is if you're falling. Set some value as the $$anonymous$$imum velocity at which you consider that you're falling, and check if you're above that:

 float $$anonymous$$imumFallingVelocity = -.1f;

 ....
 
 void FixedUpdate(){ //Physics Update
     if (movement.y > $$anonymous$$imumFallingVelocity) 
         ....
 }

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