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Question by Spraoi_Anois · Feb 10, 2016 at 02:47 PM · update2d-physicsfixedupdate

How do you link Input.GetKeyDown in an update function to rigidbody 2D physics in fixed update. Below is the script I have so far with everything in the update function to give an idea of what I want to do.

using UnityEngine; using System.Collections;

public class Movement : MonoBehaviour {

 public Rigidbody2D rigi;
 public float cruiseSpeed = 1.0f; //constant speed to the right
 public float upThrust = 150.0f; //upward thrust applied upon hitting Space

 // Use this for initialization
 void Start () {
     rigi = GetComponent<Rigidbody2D>();
     rigi.velocity = Vector2.right * cruiseSpeed;
 }
 
 // Update is called once per frame
 void Update () {
 
     if (Input.GetKeyDown (KeyCode.Space)) {
         rigi.AddForce (Vector2.up * upThrust);
     }

 }


}

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avatar image Landern · Feb 10, 2016 at 02:53 PM 0
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If you're making adjustments to rigidbodies you will generally want to use FixedUpdate ins$$anonymous$$d of Update.

avatar image NoseKills Landern · Feb 10, 2016 at 06:19 PM 0
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In theory yes but if he wants to apply a 'oneshot' force when pressing a key and wants the results to be consistent, he has a point. Either this needs to be done in Update() or Input needs to be filtered so that AddForce happens in just one FixedUpdate()

I always cringe a bit when people say 'all physics stuff needs to be done in FixedUpdate' as reading input in FixedUpdate can give pretty inconsistent results (which is why he's asking i believe)

If there's nothing else besides this one AddForce in Update, i think there's no need to change it. But I'm willing to listen to other opinions :)

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