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Question by ragefordragons · Mar 06, 2018 at 05:11 AM · movementupdate functionwallssticking

2d player can get stuck in walls if you hold down (Not the physics material fixable glitch)

So my movement code is a little unusual for a 2d game but it works the best out of all the code Ive seen online. However, it has one major bug. When you walk against a wall you can stick to it by holding in that direction. (The charcter kinda freaks out and glitched around.) I have tried moving it into fixedupdate but then there is this weird glitch where the movement is really choppy, and it only semi-works. I you know why this is happening I would really appriciate it.

//MOVEMENT [Tooltip("The maximum horizontal movement speed in units per second.")] public float speed = 8; // movenment speed for Luca

 [Tooltip("The maximum vertical jump speed in units per second.")]
 public float jumpspd = 12; // jumo height for Luca

 private float moveInput;
 private Rigidbody2D rb;

 
 public Transform groundCheck;
 public float checkRadius;
 public LayerMask whatIsGround;

 //ANIMATION
 public Animator anim;
 bool canDash = true;
 private bool grounded;
 bool isRunning;
 public SpriteRenderer ren;

 //UNUSED AS OF NOW
 public static float LucaHP;
 public static float LucaSP;
 public GameObject hitbox;
 public static float damage;

 //TODO: MOVE ONTO NEW SCRIPT
   




 // Use this for initialization
 void Start()
 {

     anim = gameObject.GetComponent<Animator>();
     anim.SetBool("isRunning", false);
     anim.SetBool("dashing", false);

     canDash = true;

     rb = GetComponent<Rigidbody2D>();
 }

 // Update is called once per frame

 void Update()
 {
     HandleFlip();
     HandleJump();
     HandleDash();
     if (Input.GetButton("Horizontal"))
     {
         isRunning = true;

     }
     else
     {
         isRunning = false;
     }
     anim.SetBool("isRunning", isRunning);
     
     playermove();  
 }

 




 void playermove()
 {
     grounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);

     float axixX = Input.GetAxis("Horizontal");
     transform.Translate(new Vector2(axixX, 0) * Time.deltaTime * speed);
 
 }
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