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Question by Jerem0597 · Jan 27, 2021 at 07:45 PM · floatconditioncalculation

Float speed doesn't listen a condition

 public float speedDef = 0.25f;     //Setted speed
 public float speedMax = 1.0f;
 private float speedMin = 0.0f;
 public float speedRes = 0.001f;     //To restore speed to initial speed (speedBase)
 public float accel = 0.005f;
 public float decel = 0.0005f;
 public float brake = 0.0025f;
 private float speedCur;     //Current speed in calculation
 private float speedBase;     //Initial speed to memorize
 private Vector3 lastPosition = Vector3.zero;

 void Start()
 {
     speedBase = speedDef;
 }

 void FixedUpdate()
 {
     //Speed Calculation
     speedCur = (transform.position - lastPosition).magnitude;
     lastPosition = transform.position;
     Debug.Log(speedCur);

     //Default Speed
     transform.position += transform.forward * speedDef;

     //SPACE (Acceleration)
     if (Input.GetKey(KeyCode.Space))
     {
         //Acceleration
         if (speedCur < speedMax)
         {
             speedDef += accel;
         }
     }
     else
     {
         //Deceleration
         if (speedCur > speedBase)
         {
             speedDef -= decel;
         }
     }

     //LEFT SHIFT (Brake)
     if (Input.GetKey(KeyCode.LeftShift))
     {
         if (speedCur > speedMin)
         {
             speedDef -= brake;
         }
         else
         {
             speedDef = speedMin;
         }
     }
     else
     {
         if (speedDef < speedBase)
         {
             speedDef += speedRes;
         }
     }
 }

Everything above that is fine except in brake function, when I pressed Left Shift for first time, the player brakes until that he has speed 0. It worked but if after that, I release this button to let the player to restore his speed then I press again the Left Shift, the speed goes over -0,x until -1, -2, -3,... even with very clear condition like this:

      else
      {
          speedDef = speedMin;
      }

It doesn't want to listen it... How to solve it?

Thanks!

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Answer by NPnpNPnpNP · Jan 27, 2021 at 08:12 PM

You can use speedDef = Mathf.Clamp(speedDef , speedMin, speedMax); at the end of the Update() function to be sure that speedDef will always be higher or equal to speedMin and lower equal to speedMax.

Here is a link to the unity documentation.

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avatar image Jerem0597 · Jan 27, 2021 at 08:25 PM 0
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Wonderful, it worked very well. I didn't think about that. Thanks a lot! :)

avatar image Jerem0597 · Jan 27, 2021 at 08:42 PM 0
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I found that we can solve also it by removing the unnecessary part : else { speedDef = speed$$anonymous$$in; }

and adding one more condition like that :

  if (Input.GetKey(KeyCode.LeftShift))
  {
      if (speedCur > speed$$anonymous$$in && speedDef > speed$$anonymous$$in)
      {
          speedDef -= brake;
      }
  }
  else
  {
      if (speedDef < speedBase)
      {
          speedDef += speedRes;
      }
  }

But the solution from NPnpNPnpNP is more accurate in calculation of float. FYI at everyone

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