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Question by Paulo-Henrique025 · Aug 21, 2012 at 08:18 PM · rigidbodyvelocityaddforce2dmovement

How to mix velocity with addForce?

Guys, I have constant movement in the X axis and when jump key is pressed there is an AddForce that adds force to the Y axis, but how can I add force also in the X axis so the jump feels more natural?

I can't do it right now because o my velocity set is overriding the X addForce.

Here is my movement code:

 void FixedUpdate()
     {
         rigidbody.velocity = new Vector3(speed.initialSpeed, rigidbody.velocity.y, 0);
         
         if(!onGround)
         {
             this.rigidbody.AddForce(new Vector3(0,-gravity,0));
         }
 
         if(jump)
         {
             rigidbody.velocity = new Vector3(rigidbody.velocity.x, 0, 0);
             rigidbody.AddForce(jumpForce, ForceMode.VelocityChange);
             jump = false;
         } 
     }

Thanks!

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Answer by ScroodgeM · Aug 21, 2012 at 09:16 PM

  1. instead of apply new force instantly, just calculate speed offset needed in whole FixedUpdate method.

  2. at the end of method apply offset with ForceMode.VelocityChange

something like

void FixedUpdate() { Vector3 speedChangeNeeded = Vector3.zero;

 speedChangeNeeded.x = speed.initialSpeed - rigidbody.velocity.x;

 if (!onGround)
 {
     speedChangeNeeded.y = -gravity;
 }

 if (jump)
 {
     speedChangeNeeded.y = jumpForce;
     jump = false;
 }

 rigidbody.AddForce(speedChangeNeeded, ForceMode.VelocityChange);

}

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avatar image Paulo-Henrique025 · Aug 21, 2012 at 09:18 PM 0
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Can you please post a code sample? I've tried this calculation without success.

avatar image ScroodgeM · Aug 21, 2012 at 09:33 PM 0
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check answer

avatar image Paulo-Henrique025 · Aug 23, 2012 at 03:19 AM 0
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Thanks! With some modifications I was able to correctly use your code to achieve the effect.

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