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Question by LaowPing · Mar 27, 2016 at 08:12 PM · gravityaddforceplanet

Custom gravity pulling in weird directions.

I have a game I'm trying to make where the player jumps between planets in a 2D space. I have the "jump between planets" part down but my gravity is not working well. The way it currently works is that the player get's pulled to the nearby planet. I can jump just fine and the gravity pulls down well, the problem is when I move side to side. When I move to the left and then let go of the left arrow key, my player acts as if another force is pulling him to the right. Vice Versa if I move to the right. I currently use the RotateAround to move my player left and right but I have used Transform.Translate before and it does the same thing. I don't want to use addforce because I want my player to move 1:1 with what I'm pressing instead of sliding in directions and I think the addforce just covers up the problem of my player getting dragged back.

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(BoxCollider2D))]
 [RequireComponent(typeof(Rigidbody2D))]
 
 public class PlayerMovement : MonoBehaviour
 {
     GameObject nearby_planet;
     int jump, cooldown;
     Vector2 movement;
     bool touch, can_switch;
     Rigidbody2D rigid;
     Vector3 dir;
 
     void Start()
     {
         rigid = GetComponent<Rigidbody2D>();
         jump = 2;
         can_switch = true;
         cooldown = 60;
     }
 
     void Update()
     {
         if (can_switch == false)
         {
             --cooldown;
             if (cooldown == 0)
             {
                 can_switch = true;
                 cooldown = 500;
             }
         }
 
         Debug.DrawRay(transform.position, (nearby_planet.transform.position - transform.position).normalized * 100, Color.red);
 
     }
     void FixedUpdate ()
     {
         if (Input.GetAxis("Horizontal") > 0)
             transform.RotateAround(nearby_planet.transform.position, Vector3.forward, -20 * Time.deltaTime);
 
         else if (Input.GetAxis("Horizontal") < 0)
             transform.RotateAround(nearby_planet.transform.position, Vector3.forward, 20 * Time.deltaTime);
 
             transform.up = transform.position - nearby_planet.transform.position;
 
         Jump();
 
     }
 
     private void Jump()
     {
         if (Input.GetKeyDown(KeyCode.UpArrow) && jump > 0)
         {
             rigid.AddForce((transform.position - nearby_planet.transform.position).normalized * 80000 * Time.smoothDeltaTime);
                 jump--;
         }
 
         if (touch == false)
         {
             rigid.AddForce(-(transform.position - nearby_planet.transform.position).normalized * 1000 * Time.smoothDeltaTime);
          }
 
         if (touch == true && !Input.GetKeyDown(KeyCode.UpArrow))
         {
             jump = 2;
         }
             
     }
 
     public void ClosestPlanet(GameObject planet)
     {
         if (nearby_planet != planet && can_switch == true)
         {
             can_switch = false;
             nearby_planet = planet;
             transform.up = transform.position - nearby_planet.transform.position;
         }
     }
 
     private void OnCollisionStay2D(Collision2D col)
     {
         if (col.gameObject.tag == "Planet")
         {
             touch = true;
         }
     }
 
     private void OnCollisionExit2D(Collision2D col)
     {
         if (col.gameObject.tag == "Planet")
         {
             touch = false;
         }
     }
 
     public GameObject Nearby_Planet
     {
         get { return nearby_planet; }
         set { nearby_planet = value; }
     }
 }
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