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Question by jeromeboe · Nov 08, 2016 at 05:18 PM · velocitygravityjetpack

Same gravity as JetpackJoyride

You may know JetpackJoyride : http://halfbrick.com/our-games/jetpack-joyride/

I'm wondering how is the gravity handled. Does this use real physics, or do they change the velocity manually?

I personally made a similar 2D game, and I don't have the same effect. I set the gravity scale of my rigidbody to 1.2, and this is what I do when the user touch the screen:

 void FixedUpdate () {
         rigidBody.velocity = new Vector2 (rigidBody.velocity.x + 0.002f, rigidBody.velocity.y); // move forward with acceleration
         if (touching) {
             rigidBody.AddForce (new Vector2(0, 30));
         }
     }

Unfortunately, my character has alot of inertia and is not as reactive as the jetpack joyrider. I tried playing with gravity and AddForce, but I get nothing really playable.

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Answer by SrXoo · Nov 08, 2016 at 07:13 PM

Have you tried adding an impulse force instead? I mean, AddForce has a second parameter which you can specify what type of force you need.

ForceMode

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avatar image jeromeboe · Nov 08, 2016 at 07:43 PM 0
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I tried it also, but despite that the params are not the same, the effect is still identical. Impulse is just the force per frame, so it is equal to the Force divided by the fps. And as it is linear, the effect is still the same I guess.

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