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Question by CFITZWATER · Sep 12, 2017 at 03:19 AM · rigidbody2dvelocitycollider2dmagnitude

Rigidbody2D's velocity Seems Erratic

I am making a 2D game where the player lands a spaceship on different planets. The way I calculate if there is a successful landing depends on the ships velocity and a few other variables. Everything seems to work fine except calculating the velocity. The problem is that the ships velocity will be a large number when the ship is at an angle other than 0 degrees on the z axis. Basically if the ship lands at any large angle the ship's velocity will be a large number compared to not landing at an angle. This should not happen.

In my code I multiply the ship's velocity's magnitude by 100 to make the number a bit more usable. When I print this number out while debugging I would get around .2ish when the ship lands at a 0 degree angle, and anywhere from 2-200 when landing in the same conditions, but at an angle other than 0.

I have the print statement run when the ship collides with the ground.

Here is the code. (Sorry if the the large if statement is hard to read)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ShipLanding : MonoBehaviour
 {
 
     public float maxLandingVelocity;
     public float minRotateTolerance;
     public float maxRotateTolerance;
 
     void OnCollisionEnter2D(Collision2D collision)
     {
 
         if (collision.gameObject.tag == "Ground")
         {
             print(gameObject.GetComponent<Rigidbody2D>().velocity.magnitude * 100);
 
             // if statement checks for velocity of the ship, the orientation of the ship, and if both "legs" of the ship are contacting the ground
 
             if (gameObject.GetComponent<Rigidbody2D>().velocity.magnitude * 100 < maxLandingVelocity && transform.rotation.z > minRotateTolerance && transform.rotation.z < maxRotateTolerance && RightLegCollider.rightLegTouching == true && LeftLegCollider.leftLegTouching == true)
             {
                 SuccessLand();
             }
             else
             {
                 print("Landing Failed");
             }
         }
 
     }
 
     void SuccessLand()
     {
         print("Landing Successful");
     }
 }

I should also mention the ship has a PolygonCollider2D component. I do not think this matters as I also tried it with a BoxCollider2D and got the same results.

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