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Question by AlejandroBoss10 · Jun 27, 2020 at 10:26 PM · movementcharacter movementgamepadgeneral programmingdamping

Damping to Character Movement | Acceleration and Stopping?

Hey there everyone, so I have a twin stick shooter that works with a Xbox One controller. I have the movement just fine, but I would like to add damping so that the controls feel better and less tight. I saw this video - https://www.youtube.com/watch?v=vFsJIrm2btU, and it talks about damping at the 2:22 time stamp. The only thing is, that's for keyboard movement and my game relies on joystick input for movement. Can someone help me out with this please. I have my movement script below.

The movement is based off of the input from the left joystick on an controller. I want it to be so that the player speeds up the more they move until they reach a max speed. Then when they let go of the joystick, the player comes to a stop slowly, basically the damping. If you need more information please let me know. Thank you!

 public float playerSpeed;

 private Transform playerTransform;
 private Rigidbody2D rb;
 private Vector2 leftStickInput;

 void Start()
 {
     rb = GetComponent<Rigidbody2D>();
 }

 void Update()
 {
     if (GameController.instance.gamePlaying)
     {
         GetPlayerInput(); //Move the player
     }
     else
     {
         leftStickInput = Vector2.zero; //Don't move the player\
     }
 }

 private void GetPlayerInput() //Just get the input from the player
 {
     leftStickInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
 }

 private void FixedUpdate()
 {
     Vector2 curMovement = leftStickInput * playerSpeed * Time.deltaTime; //Move player

     rb.MovePosition(rb.position + curMovement);

     
     //THIS MAKES THE PLAYER ROTATE TOWARDS THE DIRECTION OF THE LEFT STICK
     if (leftStickInput.magnitude > 0f)
     {
         Vector3 curRotation = Vector3.left * leftStickInput.x + Vector3.down * leftStickInput.y;
         Quaternion playerRotation = Quaternion.LookRotation(curRotation, Vector3.forward);

         rb.SetRotation(playerRotation);
     }
 }
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