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Question by ValLeerKaa · Apr 08, 2015 at 08:07 AM · rigidbody 2d

rigidbody 2d addfoce by vector math

Hello. Recently i've used a code to move objects by 3d addforce version. Raycasts from camera etc. Works beautifully. Now i'm coding 2d and have some troubles. I've removed raycasts, now i have a code like this:

 public class MoveScript : MonoBehaviour 
 {
     
      Vector2 initial_pos,released_pos;
      Rigidbody2D rb;
     
     void Start () 
         { 
             rb = GetComponent<Rigidbody2D>();
         }
     
     void OnMouseDown()
         {
             initial_pos = Input.mousePosition;
         }
     
     void OnMouseOver()
         {
             released_pos = Input.mousePosition; 
         }
     
     void OnMouseExit()
         {
             Vector2 fire_vector = released_pos-initial_pos;
             rb.AddForce(fire_vector);
         }
 }

Well, it's simple enought and i have 2d vectors according to debug information, but it works.. strange. Similar code for Vector3 variables, as i said before, works great. What did i misunderstand? Do i need to translate Mouse.Position into some screen coordinates?

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avatar image ValLeerKaa · Apr 07, 2015 at 01:48 PM 0
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Well, had to came back to raycast functions. For example:

void On$$anonymous$$ouseDown() { RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); initial_pos = hit.point; }

Still do not understand why similar coordinates that input.$$anonymous$$ouse returns doesn't give me the similar direction and the lenght of the vector but seems like it's my education problem, not the Uinty's :).

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