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Question by mlisowyj · Sep 01, 2017 at 07:49 PM · scripting problemcontrollerroll a ball

2 player Roll a Ball

I am trying to create a local two player roll a ball game based off of the tutorial. I can not seem to make the two balls roll independently. I setup two different axes in the input manager but that still did not work. Any help on my code below would be appreciated! Thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.UI;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour {
 
     public PlayerController Player1;
     public PlayerController Player2;
     public Text countText;
     public Text WinText;
    
     
     private int count;
 
 
     private void Start()
     {
         rb = GetComponent<Rigidbody>();
         rb2 = GetComponent<Rigidbody>();
         count = 0;
         SetCountText();
         WinText.text = "";
 
    
     }
 
     public float speed = 80.0f; 
     public Rigidbody rb;
     public Rigidbody rb2;
 
 
 
     //Player 1 Code with aswd keys
     void Player1Movement()
     {
         if (Input.GetKey(KeyCode.A))
         {
             rb.AddForce(Vector3.left * speed);
 
         }
 
         if (Input.GetKey(KeyCode.D))
         {
             rb.AddForce(Vector3.right * speed);
 
         }
 
         if (Input.GetKey(KeyCode.W))
         {
             rb.AddForce(Vector3.forward * speed);
 
         }
 
         if (Input.GetKey(KeyCode.S))
         {
             rb.AddForce(Vector3.back * speed);
 
         }
     }
 
 
     
     //Player 2 Code with arrow keys
     void Player2Movement()
     {
         if (Input.GetKey(KeyCode.LeftArrow))
         {
             rb2.AddForce(Vector3.left * speed);
 
         }
 
         if (Input.GetKey(KeyCode.RightArrow))
         {
             rb2.AddForce(Vector3.right * speed);
 
         }
 
         if (Input.GetKey(KeyCode.UpArrow))
         {
             rb2.AddForce(Vector3.forward * speed);
 
         }
 
         if (Input.GetKey(KeyCode.DownArrow))
         {
             rb2.AddForce(Vector3.back * speed);
 
         }
     }
 
 
     void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.CompareTag("PickUp"))
         {
             other.gameObject.SetActive(false);
             count = count + 1;
             SetCountText();
         }
 
     }
 
     void SetCountText()
     {
         countText.text = "Count: " + count.ToString();
         if (count >= 18)
         {
             WinText.text = "You Win!";
 
         }
     }
 
     void Update()
     {
 
         if (Input.GetKeyDown("space") && GetComponent<Rigidbody>().transform.position.y <= 0.5f)
         {
             Vector3 jump = new Vector3(0.0f, 275f, 0.0f);
             GetComponent<Rigidbody>().AddForce(jump);
         }
 
 
         if (Input.GetKeyDown("/") && GetComponent<Rigidbody>().transform.position.y <= 0.5f)
         {
             Vector3 jump = new Vector3(0.0f, 275f, 0.0f);
             GetComponent<Rigidbody>().AddForce(jump);
         }
 
 
         Player1Movement();
         Player2Movement();
     }
 
 
 }
 
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