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Question by BenDurch · Jan 24, 2016 at 09:30 PM · 2dvelocityphysics2d

how to get a constant velocity 2D?

I'm making a game where a 2d player can jump between planets and such, and it's all going great except for one thing. the player has no control while in the air. i have tried adding velocity to it, but that causes the player to fly forward faster and faster. i want the player to be able to move forward a small amount while being pulled to the nearest planet.

this is what i have. i need it to move in the transform.right direction because the player rotates.

H = Input.GetAxis ("Horizontal"); if (Grounded == false){ GetComponent ().velocity += new Vector2(transform.right (airSpeed H)).x,(transform.right (airSpeed H)).y); }

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Answer by Teravisor · Jan 25, 2016 at 12:12 AM

Problem is, you're using .velocity += new... - that means each new step you increase velocity. Remove + there, leave just .velocity = new.... But this way you need to actually calculate new velocity from previous one.

So for solutions I propose:

First way to remember what velocity you added previous step from input and remove it on next step. It will work like this: during step first subtract previous user input velocity from player velocity then add new input velocity and remember it in variable.

Second way is to limit speed: use

if(GetComponent ().velocity > maxSpeed)
    GetComponent ().velocity=GetComponent ().velocity.normalized*maxSpeed;
Might not work how you want with gravity though.
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avatar image BenDurch · Jan 25, 2016 at 12:37 AM 0
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i'm aware that is a problem, but that isn't it. there is a code applying gravity forces to the object, if i set velocity = to something, it will halt it's descent, and i'm not going for that.

avatar image Teravisor BenDurch · Jan 25, 2016 at 09:36 AM 0
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@weirdpen I've proposed two ways of solving things. I've edited answer for better formatting as it seems first solution wasn't noticed. I don't think you've read my answer completely.

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