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Question by SyntaxTerror · Aug 02, 2015 at 03:46 PM · collidertriggervelocityaddforcedrag

Why is there still drag when drag is 0?

I'm creating a fairly simple platform game. At the moment, I have my enemy characters working, more or less. However, the system I've implemented is a bit cumbersome with each character having more than one trigger or collider.

Ideally I'd like to put each character under as much physics control as possible, which would remove the need for so much complexity.

I've tested one character under full physics control and given it a physics material. However, although the drag is set to zero, it still slows down gradually - even when not on a platform. This is most evident when the object falls off the side of the object. When it falls, it does so in an arc.

What I need is to be able to maintain a static velocity throughout. The reason that I'm currently having to use more than one collider or trigger per object is to make it easier to determine whether or not the collision is against a floor, a wall or the edge of a platform. If I could put it under physics as much as possible, it would mean I could dispense with all this complexity. However, I can't maintain a standard velocity without setting the velocity on Update, which is not something I really want to do.

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avatar image Bonfire-Boy · Aug 02, 2015 at 04:19 PM 0
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What do you mean by "This is most evident when the object falls off the side of the object. When it falls, it does so in an arc." ?

Presumably they have lateral motion when they go off the side of the object, so one would expect gravity to make them to fall in an arc, whether there's drag or not.

avatar image SyntaxTerror · Aug 02, 2015 at 04:23 PM 0
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I've had to rethink that part of the question. I need to keep the arcing. I need to then re-apply the correct force when it lands on a platform.

The problem therefore is that there's still drag when it's moving on a platform. I'm using Rigidbody.AddForce to give objects an initial push.

avatar image maccabbe · Aug 02, 2015 at 04:33 PM 0
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Have you disabled friction?

avatar image SyntaxTerror · Aug 02, 2015 at 04:50 PM 0
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Ah - thanks. You put me on the right track. It's not 100% but it's given me something to work with. The only problem now is that there's massive damping when the objects hits a wall. Ins$$anonymous$$d of heading back the direction it came at the same speed, it slows right down.

avatar image Bonfire-Boy · Aug 02, 2015 at 08:58 PM 0
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Have you given the wall bouncy physics properties?

avatar image SyntaxTerror · Aug 02, 2015 at 10:26 PM 0
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Hmmm ... no. However, I have manage to get it working how I want it so I'm not doing any more messing with it :) In the end, I let the physics do its thing, I'd then keep checking the velocity each update. If there was a change in the x direction, such as after it had bounced off a wall, then I'd just set the velocity again to make sure it kept moving at the same speed. Simple in the end. Reduce my code in half (at least).

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