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Question by omarsolarte · Jul 09, 2021 at 09:09 PM · movementacceleration

Trouble with button accelerate on face, simulate car

hi I'm trying to create a button when you press the button the sphere accelerate forward y keep going until the button is released, and keep going by the force and friction this sphere also move with the character controller using these references https://www.codegrepper.com/code-examples/csharp/unity+3d+character+controller

this what I have but don't work if (Input.GetButton("Fire1")) { m_Rigidbody.AddForce(transform.forward * friction); } thanks

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avatar image omarsolarte · Jul 09, 2021 at 09:21 PM 0
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also try with rigid body not working

void Update() { _isGrounded = Physics.CheckSphere(_groundChecker.position, GroundDistance, Ground, QueryTriggerInteraction.Ignore);

     _inputs = Vector3.zero;
     _inputs.x = Input.GetAxis("Horizontal");
     _inputs.z = Input.GetAxis("Vertical");
     if (_inputs != Vector3.zero)
         transform.forward = _inputs;

     if (Input.GetButtonDown("Jump") && _isGrounded)
     {
         _body.AddForce(Vector3.up * Mathf.Sqrt(JumpHeight * -2f * Physics.gravity.y), ForceMode.VelocityChange);
     }
     if (Input.GetButtonDown("Dash"))
     {
         Vector3 dashVelocity = Vector3.Scale(transform.forward, DashDistance * new Vector3((Mathf.Log(1f / (Time.deltaTime * _body.drag + 1)) / -Time.deltaTime), 0, (Mathf.Log(1f / (Time.deltaTime * _body.drag + 1)) / -Time.deltaTime)));
         _body.AddForce(dashVelocity, ForceMode.VelocityChange);
     }
 }

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Answer by omarsolarte · Jul 12, 2021 at 04:25 PM

i create some variable rate, velocity, and final velocity also decelerate value zo this is the code now works thanks to https://answers.unity.com/questions/514505/acceleration-script.html still trouble with decelerate but okk

  if (Input.GetButton("Fire1"))
                 {  
                  //add to the current velocity according while accelerating
                    currentVelocity = currentVelocity + (accelerationRate * Time.deltaTime);
                    transform.Translate(currentVelocity, 0, 0);
                  }
                  else
                   if(currentVelocity > 0) {
                       currentVelocity = currentVelocity - (decelerationRate * Time.deltaTime);
                       transform.Translate(currentVelocity, 0, 0);
                   }
                   else {
                       transform.Translate(0, 0, 0);
                   }
                   currentVelocity = Mathf.Clamp(currentVelocity, initialVelocity, finalVelocity);
                     //propel the object forward
                   transform.Translate(currentVelocity, 0, 0);
     }

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