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Question by EstherDarling · Nov 03, 2016 at 02:15 PM · physicsrigidbodyvector3velocity

Rigidbody.velocity Movement code produce wildly different gravity interactions

Main character movement using Rigidbody.velocity and two methods of control for player preference. The character moves via WASD (either locally or globally) and rotates to face the direction of the mouse pointer. I can confirm that the aiming script does not manipulate the problem, it is just this script.

The problem I am facing is that the two methods interact with the player differently, as intended, however while 'Scheme2' correctly follows physics (namely gravity, force modifiers etc), 'Scheme1' has this effect where the character floats extremely slowly towards the ground after moving off a ledge.

No amount of applied force or the absense of applied forces seem to affect the rate of fall. As stated, 'Scheme2' interacts as intended with gravity.

Why does 'Scheme1' fall at an absurdly slow rate?

My code for the movement script is posted below:

 public class PlayerMovement : MonoBehaviour 
 {
     public float speed = 0.0f;
     private Rigidbody PhysicsBody;
 
     //Relevant to current control scheme testing
     private bool Scheme1; //Default Control Scheme: Screen-Based
     private bool Scheme2; //Alternate Control Scheme: Pointer-Based
 
     void Start ()
     {
         PhysicsBody = GetComponent<Rigidbody>();
 
         //At the start of the game set Control Scheme to Default
         Scheme1 = true;
         Scheme2 = false;
     }
 
     void FixedUpdate ()
     {
         if (Scheme1 == true)
         {
             var PlayerInput = new Vector3 (Input.GetAxis ("Horizontal"), 0.0f, Input.GetAxis ("Vertical"));
             PhysicsBody.velocity = (PlayerInput * speed * Time.deltaTime);
         }
 
         if (Scheme2 == true)
         {
             //forward
             if (Input.GetAxis ("Vertical") > 0) 
             {
                 PhysicsBody.velocity = (transform.forward * speed * Time.deltaTime);
             }
 
             //back
             if (Input.GetAxis ("Vertical") < 0) 
             {
                 PhysicsBody.velocity = (-transform.forward * speed * Time.deltaTime);
             }
 
             //right
             if (Input.GetAxis ("Horizontal") > 0) 
             {
                 PhysicsBody.velocity = (transform.right * speed * Time.deltaTime);
             }
 
             //left
             if (Input.GetAxis ("Horizontal") < 0) 
             {
                 PhysicsBody.velocity = (-transform.right * speed * Time.deltaTime);
             }
         }
     }
 
     void OnGUI ()
     {
         if(GUI.Button(new Rect(50,50, 200, 50), "Default"))
         {
             Scheme2 = false;
             Scheme1 = true;
         }
         if(GUI.Button(new Rect(50,120, 200, 50), "Alternate"))
         {
             Scheme1 = false;
             Scheme2 = true;
         }
     }
 }
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avatar image TreyH · Nov 03, 2016 at 03:42 PM 0
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It's worth mentioning that manually changing a Rigidbody's velocity is very rarely warranted. You are interfering with the normal physics calculations by overwriting their natural values with your own -- there is a reason for AddForce and ForceModes.

One reason for this being that regardless of your input, you are setting its Y component of velocity every physics update. That means that whatever gravitational influence Unity has calculated for your character, your are erasing it with your own.

If there is no input by you (the player), then you are assigning a Zero vector for its physical velocity. How quickly do you expect that to fall? As for the slow speed, this can either be from Input's being floats and your input axis slowly fading to zero or Unity's acceleration still factoring in slightly (which you did not change).

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