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Question by raaiiny_ · Oct 02, 2020 at 11:54 PM · scripting problemmovementphysicsvelocityphysics2d

Need help with my movement script.. :(

Currently, my movement script uses only these few lines of code for the horizontal movement in the Update method:

 movement = Input.GetAxis("Horizontal");
         if (sprinting)
         {
             rb.velocity = new Vector2(movement * sprintSpeed, rb.velocity.y);
         }
         else
         {
             rb.velocity = new Vector2(movement * speed, rb.velocity.y);
         }

It works just how I wanted it thus far. However, now I have implemented horizontal boost pads. They worked fine vertically since I don't set the rb.velocity.y each frame.

However, this script does not allow my player to be boosted on the x-axis, since I set the rb.velocity.x each frame. Recursion makes this a real pain to deal with.. I've been trying to find a solution for the past 2-3 hours, and have come to nothing really working. Can someone help me with this? :(

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Answer by Octoberwolf · Oct 03, 2020 at 01:06 AM

Depending on the effect that you are looking for I can think of a couple solutions.


  1. You could multiply the movement * speed by another term.. for purposes of example I will call it boost_Mult. Set this equal to 1 when you declare it so you get.

     movement = Input.GetAxis("Horizontal");
     float boost_Mult = 1;
              if (sprinting)
              {
                  rb.velocity = new Vector2(movement * sprintSpeed * boost_Mult, rb.velocity.y);
              }
              else
              {
                  rb.velocity = new Vector2(movement * speed * boost_Mult, rb.velocity.y);
              }
    
  2. You could use Vector2.lerp (or smoothdamp) for your velocities. This will give you a smoother transition from one speed to the next so you could write the following. Where "t" is reset to zero when you hit a booster and boostSpd is whatever speed you want the player to be at upon being boosted, also set when the player hits a booster.

        movement = Input.GetAxis("Horizontal");
          Vector2 noBoostSpd;
          Vector2 boostSpd;
          float spdDampRate = 2.0f;
         float t = 0;
    
    
         if (t >= 1)
         {
              t = 1;
          }
         else
         {
               t += Time.deltaTime * spdDampRate ;
          }
          if (sprinting)
          {
               noBoostSpd = new Vector2(movement * sprintSpeed, rb.velocity.y);
          }
          else
          {
              noBoostSpd = new Vector2(movement * speed, rb.velocity.y);
          }
    
          rb.velocity = Vector2.Lerp(boostSpd, noBoostSpd, t);
    
    
    

Something like this.

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avatar image raaiiny_ · Oct 03, 2020 at 01:37 AM 0
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That was really helpful. I guess I'll have to rule all player movement over that script then.. but it's a viable solution. Thanks!

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