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Question by pabthecano · Apr 26, 2015 at 08:54 PM · 2d gamedodge

How to make my 2D Character roll

I'm trying to write a script to make my 2D character roll to a side, I am using Addforce for this, as I would do when jumping, but i can't make the rolling feel right. If I use a small amount of force, it barely moves but if I use a greater force it makes it look like I am teleporting. So my question how can I go about making it feel smoother?

the code I wrote is really simple and I'm not worried about the conditions of when to roll, I just want to make the rolling better. A quick nodge in the right direction would be nice, thanks.

 public class PlayerControl : MonoBehaviour {
     public float maxSpeed = 10f;
     public float dodgeForce = 300f;
     
     private Rigidbody2D body;
     
     void Start () {
         body = GetComponent<Rigidbody2D>();
         
     }
     
     
     void Update () {
         if (Input.GetKeyDown(KeyCode.LeftShift)){
             if (body.velocity.x > 0)
                 body.AddForce(new Vector2(dodgeForce,0));
             else  
                 body.AddForce(new Vector2(-dodgeForce,0));
             
         }
     }
     
     void FixedUpdate(){
         
         float movex = Input.GetAxis ("Horizontal");
         float movey = Input.GetAxis ("Vertical");
         body.velocity = new Vector2 (movex * maxSpeed, movey * maxSpeed);
         
     }
 }

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Answer by SquarePieStudios · Apr 27, 2015 at 08:53 AM

The reason for this is because you're adding a whole second's worth of force each frame. Multiply dodgeForce, movex, and movey by Time.deltaTime and I think you'll see the results you're looking for.

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