Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Kallisto · Mar 30, 2014 at 11:15 AM · momentumhorizontal movement

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);
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Josh707 · Mar 30, 2014 at 05:22 PM 0
Share

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.

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

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);

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

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.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Rigidbody Momentum Cancelling 1 Answer

Can you use exchanged momentum in a collision script? 1 Answer

Make a man hanging horizontal bar and release the bar with moment of inertia 1 Answer

X and Z axis question ? 1 Answer

How i can make: 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges