Reputation: 25
I have this code:
public class MoveCard : MonoBehaviour
{
public float speed = 1f;
public Rigidbody2D rb;
public Vector2 pos = new Vector2(6.8f,0);
public bool move = false;
void FixedUpdate(){
if (move){
//Stops Rigidbody
if (rb.position == pos){
move = false;
}
rb.transform.position += -rb.transform.right * speed * Time.fixedDeltaTime;
}
}
public void CardMovement(){
move = true;
}
}
I have it set as so when a button is pressed, CardMovement() initiates and in FixedUpdate I have a if statement that turns move off when the Rigidbody reaches a certain position. The rb moves but it doesn't stop when it reaches the Vector2. I am new to Unity so I don't know if this is the way to do it.
Upvotes: 0
Views: 595
Reputation: 124
Well your Rb doesn't pass exactly for each point between the initial position and Vector2. It's prtty unlikely to have rb.position == pos because one frame it will not enough, and the next one will be too much :)
Try with MoveTowards. Some like this:
rb.position = Vector3.MoveTowards(rb.position, pos, speed * Time.fixedDeltaTime);
You dont need a statement to stop it because it will do it when reaches pos.
PD: You can do this with transform instead of rigidbody if u are not going to use physics and you only want a movement.
Upvotes: 1
Reputation: 120
Don't compare the 2 vector2D values like this:
if(rb.position == pos)
Rather compare the distance between them with a value that is very small, like this:
if(Vector2.Distance(rb.position,pos) <= 0.01)
Additionally, you can set the position like this rb.postion = pos;
if it is close enough so that it snaps to the right location.
Upvotes: 0