Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DevMerlin · Jan 17, 2021 at 09:10 AM · rigidbody2dphysics2dplatformmove an objectrigidbody.velocity

Stopped Rigidbody2D still applying motion to carried objects?

I have a strange condition going on with Rigidbody2D. I've got a mostly-working script that correctly applies movement to a platform.


However, the platform is clamped to keep it from moving beyond a certain point. When objects are carried with the platform, if the platform stops moving... the objects do not.


Forces should no longer be exerted on the platform at all, but things on top of it act as if they are, as in this example:

https://i.gyazo.com/8238a73f860214d8085ec81aca30f5ee.mp4

This is the code I have thus far:


 using UnityEngine;
  
 public class Player : MonoBehaviour
 {
     public bool isReady = false;
     public float m_moveSpeed = 0;
     public Rigidbody2D pRB;
  
     public Transform m_Transform;
  
     private Vector3 m_Velocity = Vector3.zero;
  
     [Range(0, .3f)]
     [SerializeField]
     private float m_Smoothing = .05f;
  
     // Start is called before the first frame update
     void Start()
     {
         m_Transform = transform;
         pRB = GetComponent<Rigidbody2D>();
     }
  
     // Update is called once per frame
     void FixedUpdate()
     {
         if (isReady) {
  
             Vector2 targetVelocity = new Vector2(Input.GetAxis("Horizontal"), 0);
             targetVelocity = m_Transform.TransformDirection(targetVelocity);
             targetVelocity *= m_moveSpeed * Time.deltaTime;
  
             Vector3 pos = transform.position;
  
             if (pos.x < 4.5f || pos.x > -4.5f) {
                 pRB.velocity = Vector3.SmoothDamp(pRB.velocity, targetVelocity, ref m_Velocity, m_Smoothing);
             }
         }
     }
  
     private void LateUpdate()
     {
         Vector3 pos = m_Transform.position;
         pos.x = Mathf.Clamp(pos.x, -5f, 5f);
         m_Transform.position = pos;
     }
 }



All movement related to the platform should stop when it hits the clamp, however even with an additional if loop applied, it still acts as though there controls in effect. What am I doing wrong?

[1]: https://i.gyazo.com/8238a73f860214d8085ec81aca30f5ee.mp4

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

115 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make physics relative to moving parent 1 Answer

Unity 2D Physics .AddForce 1 Answer

Rigidbodies are disappearing when I click on them,How do I fix rigidbodies dissapearing when clicked? 1 Answer

How to boxcast where a dynamic rigidbody2D's box collider will be in the next frame? 1 Answer

Checking for Colliders with Physics2D.OverlapBoxAll Won't Work? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges