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Question by kathode · Feb 11, 2014 at 01:51 AM · rigidbody2daddforce2d-physics

Adding force to object hit by sword

Hi, I have an overhead fantasy game in 2D, where the character swings a sword through an arc. I have implemented things with basic colliders and rigidbody2d's, but the results are a little anemic.

I wanted to add force to the hit through script so enemies go flying just a little further. However, my code is producing strange results, where enemies go flying in weird directions. For instance, I hit the enemy with a sword moving through a counter-clockwise arc, and the enemy shoots off to the right - almost the opposite of what I'd expect.

Can anyone see what might be wrong with this code?

     void OnCollisionEnter2D(Collision2D coll)
     {
 coll.rigidbody.AddForce(coll.contacts[0].normal.normalized * 500);
         }
     }
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avatar image kathode · Feb 11, 2014 at 01:50 AM 0
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I believe I've solved it with some furious Googling and the following code:

 void OnCollisionEnter2D(Collision2D coll)
 {
     Vector3 dir = coll.transform.position - transform.position;
     coll.rigidbody.AddForce(dir.normalized * 500);
 }
avatar image ardizzle · Feb 11, 2014 at 02:29 AM 0
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I want to know how you posted your comment before you question XD

avatar image kathode · Feb 11, 2014 at 02:30 AM 0
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haha, well I answered the question before it was approved by moderators. I guess the timestamp on the main question resets when it's approved, but not the followup.

avatar image ardizzle · Feb 11, 2014 at 02:31 AM 0
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Ah $$anonymous$$akes sense now lol. Glad you solved the problem.

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