Reputation: 165
I have a 3d world with a simple platform with a cube representing the player. When I rotate the platform the cube glides and perform as you expect when increase and decrease the friction in the physics material.
I want the cube to glide after the input for example forward is terminated. It does not. I tried to update the position with rigidbody.position
and update it. I quickly understood that it would not work with the physics engine.
Now I have the following code. It does not work as expected anyway. I would like to have some pointers to solve this.
public class Player1 : MonoBehaviour
{
private float speed = 10f;
private Vector3 direction;
private Vector3 velocity;
private float vertical;
private float horizontal;
Rigidbody playerRigidBody;
// Start is called before the first frame update
void Start()
{
playerRigidBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
vertical = Input.GetAxisRaw("Vertical");
horizontal = Input.GetAxisRaw("Horizontal");
direction = new Vector3(horizontal, 0, vertical);
}
private void FixedUpdate()
{
velocity = direction.normalized * speed * Time.fixedDeltaTime;
playerRigidBody.MovePosition(transform.position + velocity);
}
}
Upvotes: 4
Views: 2077
Reputation: 117
Use playerRigidBody.AddForce(Vector3 direction, ForceMode forceMode)
to move your player.
If you don't want your player to move at a demential speed use playerRigidBody.velocity = Vector3.Clamp(Vector3 vec3, float minValue, float maxValue);
Then play with different variables to get the result you want !
Upvotes: 1