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Question by biebuster · Oct 05, 2015 at 08:51 AM · 2d2d-physics2d-gameplay

Is using velocity.y + someNumber a bad idea?

So currently whenever i want my to add force to my charachter, what i do is, that i say:

Rigidbody2D charachter;

Void Start() {

Charachter = GetComponent ()"

}

Void Update() { Charachter.velocity = new vector2 (Charachter.velocity.x, Charachter.velocity.y + 10);

}

}

Now currently it's working fine. But as the movement of my charachter get's more and more advanced, and when i eventually also want the character to be able to get affected by envoirement things, i'm worried it might end horribly. Now i know that .Addforce is a thing. But i hate using it, and hate how little control you have over say: a jump, when using Addforce.

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avatar image meat5000 ♦ · Oct 05, 2015 at 09:20 AM 0
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Just depends on how you want it to look and feel. Your approach is fine is thats what you are trying to achieve. It just doesnt make for very realistic Bio-motion.

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Answer by Pharan · Oct 05, 2015 at 12:00 PM

By itself, changing/adding to velocity is no worse than using AddForce unless you want things like Rigidbody mass to matter.

What will be more important either way how you implement the logic. You'll need to modify velocity at the right times. And you'll still need to handle instances where collisions happen if you want something specific. But @meat5000 is right. It all depends on how you want it to act.

Your example is also bad because you're adding an delta time scaled constant to a physics property in Update which will make it behave unpredictably. If you want reliable, predictable game physics, you need to put your Rigidbody operations in FixedUpdate.

Also, obviously, your example accelerates infinitely upward forever. You probably already knew that. And you misspelled "character".

But I get it. Just a quick example.

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