Quantcast
Channel: Questions in topic: "addforce"
Viewing all articles
Browse latest Browse all 1264

Problems with rigidbody2D.AddForce

$
0
0
Hi! , Im trying to get jumps like the game "the impossible game": https://www.youtube.com/watch?v=vW8nXTzroos Well, I wrote the essential, some rigidbody2D.AddForce to make the jump etc, the PROBLEM is that when I click ( It add the force in Y) it add more force to X, and obviously I don't want that, I want to keep the velocity in the X. And sorry for my english ^^ Ohh and if someone knows how to do these types of jumps like the video I posted, tell me please! I tried to change the gravity but I still without get this type of jumps hehe. Here is the code, hope you can help me guys!: using UnityEngine; using System.Collections; public class controladorPersonaje : MonoBehaviour { public float fuerzaSalto = 100f; public float fuerzaCorrer = 100f; public bool enSuelo = true; public bool enSuelo1 = true; public bool enSuelo2 = true; public bool enSuelo3 = true; public bool enSuelo4 = true; public Transform comprobadorSuelo; float comprobadorRadio = 0.07f; public Transform comprobadorSuelo1; float comprobadorRadio1 = 0.07f; public Transform comprobadorSuelo2; float comprobadorRadio2 = 0.07f; public Transform comprobadorSuelo3; float comprobadorRadio3= 0.07f; public Transform comprobadorSuelo4; float comprobadorRadio4 = 0.07f; public LayerMask mascaraSuelo; private Animator animator; void Awake(){ animator = GetComponent (); } // Use this for initialization void Start () { } void FixedUpdate(){ enSuelo = Physics2D.OverlapCircle (comprobadorSuelo.position, comprobadorRadio, mascaraSuelo); animator.SetBool ("isGrounded", enSuelo); enSuelo1 = Physics2D.OverlapCircle (comprobadorSuelo1.position, comprobadorRadio1, mascaraSuelo); animator.SetBool ("isGrounded", enSuelo1); enSuelo2 = Physics2D.OverlapCircle (comprobadorSuelo2.position, comprobadorRadio2, mascaraSuelo); animator.SetBool ("isGrounded", enSuelo2); enSuelo3 = Physics2D.OverlapCircle (comprobadorSuelo3.position, comprobadorRadio3, mascaraSuelo); animator.SetBool ("isGrounded", enSuelo3); enSuelo4 = Physics2D.OverlapCircle (comprobadorSuelo4.position, comprobadorRadio4, mascaraSuelo); animator.SetBool ("isGrounded", enSuelo4); rigidbody2D.AddForce (new Vector2 (fuerzaCorrer, 0)); if (enSuelo && Input.GetMouseButton (0) || enSuelo1 && Input.GetMouseButton (0)|| enSuelo2 && Input.GetMouseButton (0)|| enSuelo3 && Input.GetMouseButton (0)|| enSuelo4 && Input.GetMouseButton (0)) { rigidbody2D.AddForce (new Vector2 (0, fuerzaSalto)); //transform.Rotate(new Vector3(0,0,70)); //transform.Rotate(0, Time.deltaTime * 30, 0, Space.Self); } } // Update is called once per frame void Update () { } }

Viewing all articles
Browse latest Browse all 1264

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>