How to move the player while also allowing forces to affect it The 2019 Stack Overflow Developer Survey Results Are InCorrectly Implementing a “Double Jump”How do I move a 2D top-down racing camera smoothly and show what's ahead of the player?Move a player in the opposite direction they are lookingCan not seem to adjust the speed of my CarHow can I handle multiple force in Unity?Constant orbit using Rigidbody in UnityHow am I supposed to timestep this gravitational simulatorImplementing acceleration in topdown 2d gameMove Camera After Player Moves Certain DistanceControlling a thrustered 2D space ship with angular rotation and max speed

If a Druid sees an animal’s corpse, can they wild shape into that animal?

Did Scotland spend $250,000 for the slogan "Welcome to Scotland"?

Delete all lines which don't have n characters before delimiter

Why was M87 targetted for the Event Horizon Telescope instead of Sagittarius A*?

Write faster on AT24C32

Why isn't airport relocation done gradually?

Did Section 31 appear in Star Trek: The Next Generation?

Is this app Icon Browser Safe/Legit?

What is the motivation for a law requiring 2 parties to consent for recording a conversation

Is bread bad for ducks?

What did it mean to "align" a radio?

Are spiders unable to hurt humans, especially very small spiders?

What do hard-Brexiteers want with respect to the Irish border?

Return to UK after being refused entry years previously

FPGA - DIY Programming

Why do we hear so much about the Trump administration deciding to impose and then remove tariffs?

Output the Arecibo Message

Resizing object distorts it (Illustrator CC 2018)

How to manage monthly salary

Have you ever entered Singapore using a different passport or name?

Does a dangling wire really electrocute me if I'm standing in water?

What is the accessibility of a package's `Private` context variables?

Am I thawing this London Broil safely?

Shouldn't "much" here be used instead of "more"?



How to move the player while also allowing forces to affect it



The 2019 Stack Overflow Developer Survey Results Are InCorrectly Implementing a “Double Jump”How do I move a 2D top-down racing camera smoothly and show what's ahead of the player?Move a player in the opposite direction they are lookingCan not seem to adjust the speed of my CarHow can I handle multiple force in Unity?Constant orbit using Rigidbody in UnityHow am I supposed to timestep this gravitational simulatorImplementing acceleration in topdown 2d gameMove Camera After Player Moves Certain DistanceControlling a thrustered 2D space ship with angular rotation and max speed



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








7












$begingroup$


For now, that's how I move the player:



rb.velocity = Vector2.right * input.x;


And I affect him a force while he is damaged by an entity:



rb.AddForce(Vector2.right * force);


It works fine, until I try to move while I'm damaged by an entity.
Since my velocity = input.x while I move, I can't affect any forces to it.
I've tried to summarize velocity:



rb.velocity+=Vector2.right * input.x;


But then I need to clamp the speed and if I clamp it, my force which is affected to player is also clamped.



How can I resolve this problem?










share|improve this question











$endgroup$


















    7












    $begingroup$


    For now, that's how I move the player:



    rb.velocity = Vector2.right * input.x;


    And I affect him a force while he is damaged by an entity:



    rb.AddForce(Vector2.right * force);


    It works fine, until I try to move while I'm damaged by an entity.
    Since my velocity = input.x while I move, I can't affect any forces to it.
    I've tried to summarize velocity:



    rb.velocity+=Vector2.right * input.x;


    But then I need to clamp the speed and if I clamp it, my force which is affected to player is also clamped.



    How can I resolve this problem?










    share|improve this question











    $endgroup$














      7












      7








      7


      6



      $begingroup$


      For now, that's how I move the player:



      rb.velocity = Vector2.right * input.x;


      And I affect him a force while he is damaged by an entity:



      rb.AddForce(Vector2.right * force);


      It works fine, until I try to move while I'm damaged by an entity.
      Since my velocity = input.x while I move, I can't affect any forces to it.
      I've tried to summarize velocity:



      rb.velocity+=Vector2.right * input.x;


      But then I need to clamp the speed and if I clamp it, my force which is affected to player is also clamped.



      How can I resolve this problem?










      share|improve this question











      $endgroup$




      For now, that's how I move the player:



      rb.velocity = Vector2.right * input.x;


      And I affect him a force while he is damaged by an entity:



      rb.AddForce(Vector2.right * force);


      It works fine, until I try to move while I'm damaged by an entity.
      Since my velocity = input.x while I move, I can't affect any forces to it.
      I've tried to summarize velocity:



      rb.velocity+=Vector2.right * input.x;


      But then I need to clamp the speed and if I clamp it, my force which is affected to player is also clamped.



      How can I resolve this problem?







      unity 2d physics rigidbody






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 2 days ago









      Alex Myers

      343110




      343110










      asked 2 days ago









      Basea BasiliaBasea Basilia

      5216




      5216




















          3 Answers
          3






          active

          oldest

          votes


















          5












          $begingroup$

          You're on the right track! This is something that usually the controller is responsible for. When you jump in a platformer you use a "isGrounded" variable to change how the controls behave while in the air right? You need a similar state for isKnockback. In most games when a player is knocked back, they have control striped from them for a certain amount of time. That or you treat it like being airborn where instead of setting velocity it will just apply a force to adjust the velocity. How you want to implement that control is a design choice, but there is no real physics based answer. The true physics based answer is implementing locomotion in the character's legs and that's not really useful for game physics. Another solution could be instead of applying a force, is to work with knockback at a velocity level like your movement. Apply a velocity, and reduce it by some amount each fixed update to simulate a knockback like effect. This is another common solution in the industry.



          Edit: Just to credit the other answers here, they mention making your movement acceleration / force based. This is also an option, depending on the kind of motion you want. This approach is far more intuitive but gives you a lesser degree of control. It all depends on what you want, and it's important you make that decision early (or experiment if you're not sure) because it will impact decisions further down the line. If you want to see how crazy some platforming code can get, Matt released the code for Madeline from Celeste. They use a different engine (framework actually) but you can get the jist of how many variables and pseudo physics were used to achieve that feel. https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs






          share|improve this answer











          $endgroup$












          • $begingroup$
            Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
            $endgroup$
            – Basea Basilia
            2 days ago










          • $begingroup$
            Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
            $endgroup$
            – gjh33
            2 days ago


















          9












          $begingroup$

          I created a little demo game a few days ago which demonstrates different ways to move a player-character. It might help you to better understand which way of moving is the right one for your particular game.



          In general, you should use rigidbody.AddForce whenever feasible. It automatically takes care of managing multiple overlapping forces and ensures that the transfer of momentum on collisions is physically correct.



          If you don't want your character to be able to accelerate indefinitely, increase the "Linear Drag" value of the rigidbody. The drag force increases quadratically with the velocity, so at some point it will cancel out the acceleration and effectively limit the maximum speed. A larger drag value will result in shorter acceleration and deceleration times, making the controls feel more "tight", but also greatly limit the effect of collisions.



          If you want the character to have tight controls but also be affected by collisions, you could handle this the way the answer by gjh33 suggests. Have two different states in your player-controller. A regular state where the rigidbody has high drag and the player has full control force, and a "just got hit" state where you reduce the drag and the control force temporarily in order to make the character fly around in a temporary state of uncontrolled helplessness.



          I am looking forward to playing your game.






          share|improve this answer











          $endgroup$




















            4












            $begingroup$

            Myself, I like to solve this by thinking of all player movement as acceleration-based.



            I choose a target velocity using whatever complicated control logic I like, then ask the player avatar to accelerate toward that target, while respecting maximum acceleration rates I set.



            Then, depending on the avatar's state (on ground, on ice, in the air, in a knockback state), I can change those acceleration rates to make the control input have a sharper or less pronounced impact.



            Rigidbody2D body;

            void AccelerateTowards(Vector2 targetVelocity, float maxAccel, float maxDecel)
            // Compute desired velocity change.
            var velocity = body.velocity;
            var deltaV = targetVelocity - velocity;

            // Convert our velocity change to a desired acceleration,
            // aiming to complete the change in a single time step.

            // (For best consistency, call this in FixedUpdate,
            // and deltaTime will automatically give fixedDeltaTime)
            var accel = deltaV / Time.deltaTime;

            // Choose an acceleration limit depending on whether we're
            // accelerating further in a similar direction, or braking.
            var limit = Dot(deltaV, velocity) > 0f ? maxAccel : maxDecel;

            // Enforce our acceleration limit, so we never exceed it.
            var force = body.mass * Vector2.ClampMagnitude(accel, limit);

            // Apply the computed force to our body.
            body.AddForce(force, ForceMode2D.Force);



            Separating acceleration & deceleration rates like this lets me give a sharper braking force, which tends to help the controls feel tight & responsive when stopping or changing directions, while keeping a smooth acceleration for getting up to speed. It also lets you penalize braking specifically when on ice or being knocked back.



            We can make a control state parameters object to hold the max speed, acceleration, and deceleration rates for our air, ground, ice, knockback states etc. and use this to adjust our control handling very flexibly:



            // Choose our current speed / acceleration parameters based on our state.
            var controlState = GetCurrentControlState();

            // Compute desired velocity.
            var velocity = GetDesiredVelocityFromInput(controlState.maxSpeed);

            // Try our best to reach that velocity, with our current parameters.
            AccelerateTowards(
            velocity,
            controlState.maxAccel,
            controlState.maxDecel
            );





            share|improve this answer











            $endgroup$












            • $begingroup$
              does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
              $endgroup$
              – gjh33
              2 days ago










            • $begingroup$
              I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
              $endgroup$
              – gjh33
              2 days ago











            Your Answer





            StackExchange.ifUsing("editor", function ()
            return StackExchange.using("mathjaxEditing", function ()
            StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
            StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
            );
            );
            , "mathjax-editing");

            StackExchange.ifUsing("editor", function ()
            StackExchange.using("externalEditor", function ()
            StackExchange.using("snippets", function ()
            StackExchange.snippets.init();
            );
            );
            , "code-snippets");

            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "53"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: false,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            imageUploader:
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            ,
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );













            draft saved

            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f169839%2fhow-to-move-the-player-while-also-allowing-forces-to-affect-it%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown

























            3 Answers
            3






            active

            oldest

            votes








            3 Answers
            3






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            5












            $begingroup$

            You're on the right track! This is something that usually the controller is responsible for. When you jump in a platformer you use a "isGrounded" variable to change how the controls behave while in the air right? You need a similar state for isKnockback. In most games when a player is knocked back, they have control striped from them for a certain amount of time. That or you treat it like being airborn where instead of setting velocity it will just apply a force to adjust the velocity. How you want to implement that control is a design choice, but there is no real physics based answer. The true physics based answer is implementing locomotion in the character's legs and that's not really useful for game physics. Another solution could be instead of applying a force, is to work with knockback at a velocity level like your movement. Apply a velocity, and reduce it by some amount each fixed update to simulate a knockback like effect. This is another common solution in the industry.



            Edit: Just to credit the other answers here, they mention making your movement acceleration / force based. This is also an option, depending on the kind of motion you want. This approach is far more intuitive but gives you a lesser degree of control. It all depends on what you want, and it's important you make that decision early (or experiment if you're not sure) because it will impact decisions further down the line. If you want to see how crazy some platforming code can get, Matt released the code for Madeline from Celeste. They use a different engine (framework actually) but you can get the jist of how many variables and pseudo physics were used to achieve that feel. https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs






            share|improve this answer











            $endgroup$












            • $begingroup$
              Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
              $endgroup$
              – Basea Basilia
              2 days ago










            • $begingroup$
              Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
              $endgroup$
              – gjh33
              2 days ago















            5












            $begingroup$

            You're on the right track! This is something that usually the controller is responsible for. When you jump in a platformer you use a "isGrounded" variable to change how the controls behave while in the air right? You need a similar state for isKnockback. In most games when a player is knocked back, they have control striped from them for a certain amount of time. That or you treat it like being airborn where instead of setting velocity it will just apply a force to adjust the velocity. How you want to implement that control is a design choice, but there is no real physics based answer. The true physics based answer is implementing locomotion in the character's legs and that's not really useful for game physics. Another solution could be instead of applying a force, is to work with knockback at a velocity level like your movement. Apply a velocity, and reduce it by some amount each fixed update to simulate a knockback like effect. This is another common solution in the industry.



            Edit: Just to credit the other answers here, they mention making your movement acceleration / force based. This is also an option, depending on the kind of motion you want. This approach is far more intuitive but gives you a lesser degree of control. It all depends on what you want, and it's important you make that decision early (or experiment if you're not sure) because it will impact decisions further down the line. If you want to see how crazy some platforming code can get, Matt released the code for Madeline from Celeste. They use a different engine (framework actually) but you can get the jist of how many variables and pseudo physics were used to achieve that feel. https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs






            share|improve this answer











            $endgroup$












            • $begingroup$
              Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
              $endgroup$
              – Basea Basilia
              2 days ago










            • $begingroup$
              Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
              $endgroup$
              – gjh33
              2 days ago













            5












            5








            5





            $begingroup$

            You're on the right track! This is something that usually the controller is responsible for. When you jump in a platformer you use a "isGrounded" variable to change how the controls behave while in the air right? You need a similar state for isKnockback. In most games when a player is knocked back, they have control striped from them for a certain amount of time. That or you treat it like being airborn where instead of setting velocity it will just apply a force to adjust the velocity. How you want to implement that control is a design choice, but there is no real physics based answer. The true physics based answer is implementing locomotion in the character's legs and that's not really useful for game physics. Another solution could be instead of applying a force, is to work with knockback at a velocity level like your movement. Apply a velocity, and reduce it by some amount each fixed update to simulate a knockback like effect. This is another common solution in the industry.



            Edit: Just to credit the other answers here, they mention making your movement acceleration / force based. This is also an option, depending on the kind of motion you want. This approach is far more intuitive but gives you a lesser degree of control. It all depends on what you want, and it's important you make that decision early (or experiment if you're not sure) because it will impact decisions further down the line. If you want to see how crazy some platforming code can get, Matt released the code for Madeline from Celeste. They use a different engine (framework actually) but you can get the jist of how many variables and pseudo physics were used to achieve that feel. https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs






            share|improve this answer











            $endgroup$



            You're on the right track! This is something that usually the controller is responsible for. When you jump in a platformer you use a "isGrounded" variable to change how the controls behave while in the air right? You need a similar state for isKnockback. In most games when a player is knocked back, they have control striped from them for a certain amount of time. That or you treat it like being airborn where instead of setting velocity it will just apply a force to adjust the velocity. How you want to implement that control is a design choice, but there is no real physics based answer. The true physics based answer is implementing locomotion in the character's legs and that's not really useful for game physics. Another solution could be instead of applying a force, is to work with knockback at a velocity level like your movement. Apply a velocity, and reduce it by some amount each fixed update to simulate a knockback like effect. This is another common solution in the industry.



            Edit: Just to credit the other answers here, they mention making your movement acceleration / force based. This is also an option, depending on the kind of motion you want. This approach is far more intuitive but gives you a lesser degree of control. It all depends on what you want, and it's important you make that decision early (or experiment if you're not sure) because it will impact decisions further down the line. If you want to see how crazy some platforming code can get, Matt released the code for Madeline from Celeste. They use a different engine (framework actually) but you can get the jist of how many variables and pseudo physics were used to achieve that feel. https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited 2 days ago

























            answered 2 days ago









            gjh33gjh33

            2814




            2814











            • $begingroup$
              Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
              $endgroup$
              – Basea Basilia
              2 days ago










            • $begingroup$
              Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
              $endgroup$
              – gjh33
              2 days ago
















            • $begingroup$
              Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
              $endgroup$
              – Basea Basilia
              2 days ago










            • $begingroup$
              Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
              $endgroup$
              – gjh33
              2 days ago















            $begingroup$
            Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
            $endgroup$
            – Basea Basilia
            2 days ago




            $begingroup$
            Thank you, it's done by check true isKnockback when force is applied and check false when player will collide with ground next time, it works very fine
            $endgroup$
            – Basea Basilia
            2 days ago












            $begingroup$
            Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
            $endgroup$
            – gjh33
            2 days ago




            $begingroup$
            Glad to hear it. In general don't be afraid to fake physics in your games. Lots of engines have these awesome realistic physics, but in many game scenarios people just end up faking most of it :)
            $endgroup$
            – gjh33
            2 days ago













            9












            $begingroup$

            I created a little demo game a few days ago which demonstrates different ways to move a player-character. It might help you to better understand which way of moving is the right one for your particular game.



            In general, you should use rigidbody.AddForce whenever feasible. It automatically takes care of managing multiple overlapping forces and ensures that the transfer of momentum on collisions is physically correct.



            If you don't want your character to be able to accelerate indefinitely, increase the "Linear Drag" value of the rigidbody. The drag force increases quadratically with the velocity, so at some point it will cancel out the acceleration and effectively limit the maximum speed. A larger drag value will result in shorter acceleration and deceleration times, making the controls feel more "tight", but also greatly limit the effect of collisions.



            If you want the character to have tight controls but also be affected by collisions, you could handle this the way the answer by gjh33 suggests. Have two different states in your player-controller. A regular state where the rigidbody has high drag and the player has full control force, and a "just got hit" state where you reduce the drag and the control force temporarily in order to make the character fly around in a temporary state of uncontrolled helplessness.



            I am looking forward to playing your game.






            share|improve this answer











            $endgroup$

















              9












              $begingroup$

              I created a little demo game a few days ago which demonstrates different ways to move a player-character. It might help you to better understand which way of moving is the right one for your particular game.



              In general, you should use rigidbody.AddForce whenever feasible. It automatically takes care of managing multiple overlapping forces and ensures that the transfer of momentum on collisions is physically correct.



              If you don't want your character to be able to accelerate indefinitely, increase the "Linear Drag" value of the rigidbody. The drag force increases quadratically with the velocity, so at some point it will cancel out the acceleration and effectively limit the maximum speed. A larger drag value will result in shorter acceleration and deceleration times, making the controls feel more "tight", but also greatly limit the effect of collisions.



              If you want the character to have tight controls but also be affected by collisions, you could handle this the way the answer by gjh33 suggests. Have two different states in your player-controller. A regular state where the rigidbody has high drag and the player has full control force, and a "just got hit" state where you reduce the drag and the control force temporarily in order to make the character fly around in a temporary state of uncontrolled helplessness.



              I am looking forward to playing your game.






              share|improve this answer











              $endgroup$















                9












                9








                9





                $begingroup$

                I created a little demo game a few days ago which demonstrates different ways to move a player-character. It might help you to better understand which way of moving is the right one for your particular game.



                In general, you should use rigidbody.AddForce whenever feasible. It automatically takes care of managing multiple overlapping forces and ensures that the transfer of momentum on collisions is physically correct.



                If you don't want your character to be able to accelerate indefinitely, increase the "Linear Drag" value of the rigidbody. The drag force increases quadratically with the velocity, so at some point it will cancel out the acceleration and effectively limit the maximum speed. A larger drag value will result in shorter acceleration and deceleration times, making the controls feel more "tight", but also greatly limit the effect of collisions.



                If you want the character to have tight controls but also be affected by collisions, you could handle this the way the answer by gjh33 suggests. Have two different states in your player-controller. A regular state where the rigidbody has high drag and the player has full control force, and a "just got hit" state where you reduce the drag and the control force temporarily in order to make the character fly around in a temporary state of uncontrolled helplessness.



                I am looking forward to playing your game.






                share|improve this answer











                $endgroup$



                I created a little demo game a few days ago which demonstrates different ways to move a player-character. It might help you to better understand which way of moving is the right one for your particular game.



                In general, you should use rigidbody.AddForce whenever feasible. It automatically takes care of managing multiple overlapping forces and ensures that the transfer of momentum on collisions is physically correct.



                If you don't want your character to be able to accelerate indefinitely, increase the "Linear Drag" value of the rigidbody. The drag force increases quadratically with the velocity, so at some point it will cancel out the acceleration and effectively limit the maximum speed. A larger drag value will result in shorter acceleration and deceleration times, making the controls feel more "tight", but also greatly limit the effect of collisions.



                If you want the character to have tight controls but also be affected by collisions, you could handle this the way the answer by gjh33 suggests. Have two different states in your player-controller. A regular state where the rigidbody has high drag and the player has full control force, and a "just got hit" state where you reduce the drag and the control force temporarily in order to make the character fly around in a temporary state of uncontrolled helplessness.



                I am looking forward to playing your game.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited 2 days ago

























                answered 2 days ago









                PhilippPhilipp

                82k20193243




                82k20193243





















                    4












                    $begingroup$

                    Myself, I like to solve this by thinking of all player movement as acceleration-based.



                    I choose a target velocity using whatever complicated control logic I like, then ask the player avatar to accelerate toward that target, while respecting maximum acceleration rates I set.



                    Then, depending on the avatar's state (on ground, on ice, in the air, in a knockback state), I can change those acceleration rates to make the control input have a sharper or less pronounced impact.



                    Rigidbody2D body;

                    void AccelerateTowards(Vector2 targetVelocity, float maxAccel, float maxDecel)
                    // Compute desired velocity change.
                    var velocity = body.velocity;
                    var deltaV = targetVelocity - velocity;

                    // Convert our velocity change to a desired acceleration,
                    // aiming to complete the change in a single time step.

                    // (For best consistency, call this in FixedUpdate,
                    // and deltaTime will automatically give fixedDeltaTime)
                    var accel = deltaV / Time.deltaTime;

                    // Choose an acceleration limit depending on whether we're
                    // accelerating further in a similar direction, or braking.
                    var limit = Dot(deltaV, velocity) > 0f ? maxAccel : maxDecel;

                    // Enforce our acceleration limit, so we never exceed it.
                    var force = body.mass * Vector2.ClampMagnitude(accel, limit);

                    // Apply the computed force to our body.
                    body.AddForce(force, ForceMode2D.Force);



                    Separating acceleration & deceleration rates like this lets me give a sharper braking force, which tends to help the controls feel tight & responsive when stopping or changing directions, while keeping a smooth acceleration for getting up to speed. It also lets you penalize braking specifically when on ice or being knocked back.



                    We can make a control state parameters object to hold the max speed, acceleration, and deceleration rates for our air, ground, ice, knockback states etc. and use this to adjust our control handling very flexibly:



                    // Choose our current speed / acceleration parameters based on our state.
                    var controlState = GetCurrentControlState();

                    // Compute desired velocity.
                    var velocity = GetDesiredVelocityFromInput(controlState.maxSpeed);

                    // Try our best to reach that velocity, with our current parameters.
                    AccelerateTowards(
                    velocity,
                    controlState.maxAccel,
                    controlState.maxDecel
                    );





                    share|improve this answer











                    $endgroup$












                    • $begingroup$
                      does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
                      $endgroup$
                      – gjh33
                      2 days ago










                    • $begingroup$
                      I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
                      $endgroup$
                      – gjh33
                      2 days ago















                    4












                    $begingroup$

                    Myself, I like to solve this by thinking of all player movement as acceleration-based.



                    I choose a target velocity using whatever complicated control logic I like, then ask the player avatar to accelerate toward that target, while respecting maximum acceleration rates I set.



                    Then, depending on the avatar's state (on ground, on ice, in the air, in a knockback state), I can change those acceleration rates to make the control input have a sharper or less pronounced impact.



                    Rigidbody2D body;

                    void AccelerateTowards(Vector2 targetVelocity, float maxAccel, float maxDecel)
                    // Compute desired velocity change.
                    var velocity = body.velocity;
                    var deltaV = targetVelocity - velocity;

                    // Convert our velocity change to a desired acceleration,
                    // aiming to complete the change in a single time step.

                    // (For best consistency, call this in FixedUpdate,
                    // and deltaTime will automatically give fixedDeltaTime)
                    var accel = deltaV / Time.deltaTime;

                    // Choose an acceleration limit depending on whether we're
                    // accelerating further in a similar direction, or braking.
                    var limit = Dot(deltaV, velocity) > 0f ? maxAccel : maxDecel;

                    // Enforce our acceleration limit, so we never exceed it.
                    var force = body.mass * Vector2.ClampMagnitude(accel, limit);

                    // Apply the computed force to our body.
                    body.AddForce(force, ForceMode2D.Force);



                    Separating acceleration & deceleration rates like this lets me give a sharper braking force, which tends to help the controls feel tight & responsive when stopping or changing directions, while keeping a smooth acceleration for getting up to speed. It also lets you penalize braking specifically when on ice or being knocked back.



                    We can make a control state parameters object to hold the max speed, acceleration, and deceleration rates for our air, ground, ice, knockback states etc. and use this to adjust our control handling very flexibly:



                    // Choose our current speed / acceleration parameters based on our state.
                    var controlState = GetCurrentControlState();

                    // Compute desired velocity.
                    var velocity = GetDesiredVelocityFromInput(controlState.maxSpeed);

                    // Try our best to reach that velocity, with our current parameters.
                    AccelerateTowards(
                    velocity,
                    controlState.maxAccel,
                    controlState.maxDecel
                    );





                    share|improve this answer











                    $endgroup$












                    • $begingroup$
                      does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
                      $endgroup$
                      – gjh33
                      2 days ago










                    • $begingroup$
                      I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
                      $endgroup$
                      – gjh33
                      2 days ago













                    4












                    4








                    4





                    $begingroup$

                    Myself, I like to solve this by thinking of all player movement as acceleration-based.



                    I choose a target velocity using whatever complicated control logic I like, then ask the player avatar to accelerate toward that target, while respecting maximum acceleration rates I set.



                    Then, depending on the avatar's state (on ground, on ice, in the air, in a knockback state), I can change those acceleration rates to make the control input have a sharper or less pronounced impact.



                    Rigidbody2D body;

                    void AccelerateTowards(Vector2 targetVelocity, float maxAccel, float maxDecel)
                    // Compute desired velocity change.
                    var velocity = body.velocity;
                    var deltaV = targetVelocity - velocity;

                    // Convert our velocity change to a desired acceleration,
                    // aiming to complete the change in a single time step.

                    // (For best consistency, call this in FixedUpdate,
                    // and deltaTime will automatically give fixedDeltaTime)
                    var accel = deltaV / Time.deltaTime;

                    // Choose an acceleration limit depending on whether we're
                    // accelerating further in a similar direction, or braking.
                    var limit = Dot(deltaV, velocity) > 0f ? maxAccel : maxDecel;

                    // Enforce our acceleration limit, so we never exceed it.
                    var force = body.mass * Vector2.ClampMagnitude(accel, limit);

                    // Apply the computed force to our body.
                    body.AddForce(force, ForceMode2D.Force);



                    Separating acceleration & deceleration rates like this lets me give a sharper braking force, which tends to help the controls feel tight & responsive when stopping or changing directions, while keeping a smooth acceleration for getting up to speed. It also lets you penalize braking specifically when on ice or being knocked back.



                    We can make a control state parameters object to hold the max speed, acceleration, and deceleration rates for our air, ground, ice, knockback states etc. and use this to adjust our control handling very flexibly:



                    // Choose our current speed / acceleration parameters based on our state.
                    var controlState = GetCurrentControlState();

                    // Compute desired velocity.
                    var velocity = GetDesiredVelocityFromInput(controlState.maxSpeed);

                    // Try our best to reach that velocity, with our current parameters.
                    AccelerateTowards(
                    velocity,
                    controlState.maxAccel,
                    controlState.maxDecel
                    );





                    share|improve this answer











                    $endgroup$



                    Myself, I like to solve this by thinking of all player movement as acceleration-based.



                    I choose a target velocity using whatever complicated control logic I like, then ask the player avatar to accelerate toward that target, while respecting maximum acceleration rates I set.



                    Then, depending on the avatar's state (on ground, on ice, in the air, in a knockback state), I can change those acceleration rates to make the control input have a sharper or less pronounced impact.



                    Rigidbody2D body;

                    void AccelerateTowards(Vector2 targetVelocity, float maxAccel, float maxDecel)
                    // Compute desired velocity change.
                    var velocity = body.velocity;
                    var deltaV = targetVelocity - velocity;

                    // Convert our velocity change to a desired acceleration,
                    // aiming to complete the change in a single time step.

                    // (For best consistency, call this in FixedUpdate,
                    // and deltaTime will automatically give fixedDeltaTime)
                    var accel = deltaV / Time.deltaTime;

                    // Choose an acceleration limit depending on whether we're
                    // accelerating further in a similar direction, or braking.
                    var limit = Dot(deltaV, velocity) > 0f ? maxAccel : maxDecel;

                    // Enforce our acceleration limit, so we never exceed it.
                    var force = body.mass * Vector2.ClampMagnitude(accel, limit);

                    // Apply the computed force to our body.
                    body.AddForce(force, ForceMode2D.Force);



                    Separating acceleration & deceleration rates like this lets me give a sharper braking force, which tends to help the controls feel tight & responsive when stopping or changing directions, while keeping a smooth acceleration for getting up to speed. It also lets you penalize braking specifically when on ice or being knocked back.



                    We can make a control state parameters object to hold the max speed, acceleration, and deceleration rates for our air, ground, ice, knockback states etc. and use this to adjust our control handling very flexibly:



                    // Choose our current speed / acceleration parameters based on our state.
                    var controlState = GetCurrentControlState();

                    // Compute desired velocity.
                    var velocity = GetDesiredVelocityFromInput(controlState.maxSpeed);

                    // Try our best to reach that velocity, with our current parameters.
                    AccelerateTowards(
                    velocity,
                    controlState.maxAccel,
                    controlState.maxDecel
                    );






                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited 2 days ago

























                    answered 2 days ago









                    DMGregoryDMGregory

                    64.8k16115180




                    64.8k16115180











                    • $begingroup$
                      does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
                      $endgroup$
                      – gjh33
                      2 days ago










                    • $begingroup$
                      I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
                      $endgroup$
                      – gjh33
                      2 days ago
















                    • $begingroup$
                      does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
                      $endgroup$
                      – gjh33
                      2 days ago










                    • $begingroup$
                      I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
                      $endgroup$
                      – gjh33
                      2 days ago















                    $begingroup$
                    does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
                    $endgroup$
                    – gjh33
                    2 days ago




                    $begingroup$
                    does deltatime automatically give fixedDeltaTime in fixedUpdate loop? That's really cool! I know I used to have to code around that, do you know when they added that?
                    $endgroup$
                    – gjh33
                    2 days ago












                    $begingroup$
                    I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
                    $endgroup$
                    – gjh33
                    2 days ago




                    $begingroup$
                    I looked into it you're right. That's very useful. I don't remember that being a thing when I started working in unity, definitely makes reusing functions in different update loops way easier.
                    $endgroup$
                    – gjh33
                    2 days ago

















                    draft saved

                    draft discarded
















































                    Thanks for contributing an answer to Game Development Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid


                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.

                    Use MathJax to format equations. MathJax reference.


                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f169839%2fhow-to-move-the-player-while-also-allowing-forces-to-affect-it%23new-answer', 'question_page');

                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    -2d, physics, rigidbody, unity

                    Popular posts from this blog

                    Mobil Contents History Mobil brands Former Mobil brands Lukoil transaction Mobil UK Mobil Australia Mobil New Zealand Mobil Greece Mobil in Japan Mobil in Canada Mobil Egypt See also References External links Navigation menuwww.mobil.com"Mobil Corporation"the original"Our Houston campus""Business & Finance: Socony-Vacuum Corp.""Popular Mechanics""Lubrite Technologies""Exxon Mobil campus 'clearly happening'""Toledo Blade - Google News Archive Search""The Lion and the Moose - How 2 Executives Pulled off the Biggest Merger Ever""ExxonMobil Press Release""Lubricants""Archived copy"the original"Mobil 1™ and Mobil Super™ motor oil and synthetic motor oil - Mobil™ Motor Oils""Mobil Delvac""Mobil Industrial website""The State of Competition in Gasoline Marketing: The Effects of Refiner Operations at Retail""Mobil Travel Guide to become Forbes Travel Guide""Hotel Rankings: Forbes Merges with Mobil"the original"Jamieson oil industry history""Mobil news""Caltex pumps for control""Watchdog blocks Caltex bid""Exxon Mobil sells service station network""Mobil Oil New Zealand Limited is New Zealand's oldest oil company, with predecessor companies having first established a presence in the country in 1896""ExxonMobil subsidiaries have a business history in New Zealand stretching back more than 120 years. We are involved in petroleum refining and distribution and the marketing of fuels, lubricants and chemical products""Archived copy"the original"Exxon Mobil to Sell Its Japanese Arm for $3.9 Billion""Gas station merger will end Esso and Mobil's long run in Japan""Esso moves to affiliate itself with PC Optimum, no longer Aeroplan, in loyalty point switch""Mobil brand of gas stations to launch in Canada after deal for 213 Loblaws-owned locations""Mobil Nears Completion of Rebranding 200 Loblaw Gas Stations""Learn about ExxonMobil's operations in Egypt""Petrol and Diesel Service Stations in Egypt - Mobil"Official websiteExxon Mobil corporate websiteMobil Industrial official websiteeeeeeeeDA04275022275790-40000 0001 0860 5061n82045453134887257134887257

                    Frič See also Navigation menuinternal link

                    Identify plant with long narrow paired leaves and reddish stems Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?What is this plant with long sharp leaves? Is it a weed?What is this 3ft high, stalky plant, with mid sized narrow leaves?What is this young shrub with opposite ovate, crenate leaves and reddish stems?What is this plant with large broad serrated leaves?Identify this upright branching weed with long leaves and reddish stemsPlease help me identify this bulbous plant with long, broad leaves and white flowersWhat is this small annual with narrow gray/green leaves and rust colored daisy-type flowers?What is this chilli plant?Does anyone know what type of chilli plant this is?Help identify this plant