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Question by Jay1337 · May 14, 2020 at 12:56 PM · scripting problemrigidbody2drigidbody.addforce

Weired physics behavior when launching a Ball

When launching a Ball from a object while the object is moving fast the ball ends up launching in the wrong direction.

alt text

alt text

This only happens when I use my dash move on the player.

  if (Input.GetKey(dashKey) && Input.GetKey(downKey) && actualDashCoolDown < 0)
  {
     transform.position = new Vector3(position.x, Mathf.Clamp(position.y - dashSpeed, minY, maxY));
      actualDashCoolDown = dashCoolDown;
  }
  else if (Input.GetKey(dashKey) && Input.GetKey(upKey) && actualDashCoolDown < 0)
  {
    transform.position = new Vector3(position.x, Mathf.Clamp(position.y + dashSpeed, minY, maxY));
    actualDashCoolDown = dashCoolDown;
  }


If the ball is not launched it sticks to the player with this Script:

    if (Input.GetKey(KeyCode.Space) && !_launched)
         {
             _launched = true;
             _rb2D.AddForce(new Vector2(launchSpeedX, launchSpeedY));
         }
 
         if (!_launched)
         {
             var position = paddle.gameObject.transform.position;
             var paddlePos = new Vector2(position.x + offsetFromPaddle, position.y);
             gameObject.transform.position = paddlePos;
         }


The launchSpeed for the player is a negativ number.

The player only has a script and polygon collider.

The ball is a Rigidbody 2d with a Dynamic type.

The weired behaviour only occurs when I launch the ball while dashing.

wrong-dir.png (7.0 kB)
right-dir.png (6.0 kB)
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