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My rigidbody2D carries no momentum
Alright, I've just about done my head in trying to work this out...
I'm wanting my character to carry his horizontal momentum with him so that when he touches the ground he slides to a halt over a distance relative to his speed. Instead he's coming to a complete and sudden stop the moment he's grounded.
It's not a drag or friction problem. I suspect it is the way my basic horizontal movement input is set up, but I'm stumped at a fix. Here is the relevant block.
Thanks for the help!
float move = Input.GetAxis ("Horizontal");
anim.SetFloat ("Speed", Mathf.Abs (move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
When there's no horizontal input the "Horizontal" axis will return 0, multiplying anything by 0 will result in 0 so I think that's cancelling your velocity. Try something like this:
float move = Input.GetAxis ("Horizontal");
if(move != 0){
anim.SetFloat ("Speed", $$anonymous$$athf.Abs (move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
}
Then again I think that may make you never stop moving but I'm not sure, maybe friction will handle it? I haven't worked with the 2D system yet.
Answer by Kallisto · Mar 30, 2014 at 06:09 PM
I figured out an acceptable solution. Added a float value for x-velocity and tweaked it a bit then upped the friction on my player's circle collider.
anim.SetFloat ("hSpeed", rigidbody2D.velocity.x);
rigidbody2D.velocity = new Vector2 (move * maxSpeed + anim.GetFloat("hSpeed")*0.93f, rigidbody2D.velocity.y);
Answer by GabeDaBabe · Jul 23, 2018 at 01:42 PM
Hello! Sorry this response is so late, I just wanted to add my solution to this issue. the move float is actually what causes your rigidbody's velocity to decrease rapidly to 0. When you release your Horizontal input, move becomes 0 (aka no input). Since move multiplies maxSpeed, the total horizontal velocity becomes 0.
A solution I think works is using move as a condition for changing the rigidbody's horizontal velocity.
if (move < 0)
{
rigidbody2D.velocity = new Vector2(maxSpeed * -1, rigidbody2D.velocity.y);
}
else if (move > 0)
{
rigidbody2D.velocity = new Vector2(maxSpeed, rigidbody2D.velocity.y);
}
The maxSpeed * -1 is simply my method of applying negative velocity so the rigidbody moves left of the screen (negatively on the x axis if your camera placement is different).
My solution for the movement could probably be done better, or by using addforce. I imagine you and anyone reading this years later like me probably needs or wants to manipulate velocity directly.
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