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Question by Zandlie · Sep 03, 2015 at 02:35 PM · rigidbodyvector3velocityrigidbody.velocity

Rigid Body Velocity max

Im trying to figure out how to change the velocity of the rigidbody back to "0" when im not pressing the direction key im using unity 5 and have tried :

Rigidbody.velocity = Vector3.ClampMagnitude (Rigidbody.velocity, 5);

but im getting errors from it on my script. anyone know a velocity rest to 0 when not pressing anything? here is my code in c#

 using UnityEngine;
 using System.Collections;
 
 public class BoatController : MonoBehaviour {
     CharacterController cc;
     CharacterMotor cm;
     ThirdPersonController tp;
     GameObject player;
     Transform defaultPlayerTransform;
 
 
     bool isDriving=false;
 
     // Use this for initialization
     void Start () {
         cc = GameObject.FindObjectOfType<CharacterController> ();
         cm = GameObject.FindObjectOfType<CharacterMotor> ();
         tp = GameObject.FindObjectOfType<ThirdPersonController> ();
         player = cm.gameObject;
         defaultPlayerTransform = player.transform.parent;
     }
 
     bool IsPlayerCloseToboat()
     {
         return Vector3.Distance (gameObject.transform.position,
            player.transform.position)<5;
 
     }
 
     void SetDriving(bool isDriving)
     {
         this.isDriving = isDriving;
 
         cm.enabled = !isDriving;
         cc.enabled = !isDriving;
         tp.enabled = !isDriving;
 
 
         if (isDriving)
                         player.transform.parent = gameObject.transform;
                 else
                         player.transform.parent = defaultPlayerTransform;
     }
 
     // Update is called once per frame
     void Update () {
     if (Input.GetKeyDown(KeyCode.F)&& IsPlayerCloseToboat ()) 
                         SetDriving (!isDriving);
 
         if (isDriving) 
         {
             float forwardThrust = 0;
             if(Input.GetKey(KeyCode.W))
                 forwardThrust = 1;
             if(Input.GetKey(KeyCode.S))
                 forwardThrust = -1;
 
             GetComponent<Rigidbody>().AddForce(gameObject.transform.forward*forwardThrust);
 
 
 
             float turnThrust = 0;
             if(Input.GetKey(KeyCode.A))
                 turnThrust = -1;
             if(Input.GetKey(KeyCode.D))
                 turnThrust = 1;
 
 
             GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up*turnThrust);
         }
 
         Rigidbody.velocity = Vector3.ClampMagnitude (Rigidbody.velocity, 5);
 
     }
 }
 
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Answer by Baste · Sep 03, 2015 at 05:31 PM

You're trying to clamp the velocity of the Rigidbody class instead of your rigidbody. This:

 Rigidbody.velocity = Vector3.ClampMagnitude (Rigidbody.velocity, 5);

should be this:

 GetComponent<Rigidbody>().velocity = Vector3.ClampMagnitude (Rigidbody.velocity, 5);

That just makes your rigibody never move faster than 5m/s, so that won't stop it when you stop pressing the input.

If you want your rigidbody to insta-stop, you can just set the velocity to zero:

 GetComponent<Rigidbody>().velocity = new Vector3(0,0,0);

A better alternative is probably to increase the drag of your rigidbody, which makes it slow down faster.

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