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Question by Locohoco · Jul 20, 2018 at 12:01 AM · c#movementpositionforcelimit

There is a way to set a max to the resultant force in a object ?

Using as example my project: I wanted to control my camera (in game) through de "w,a,s,d" keys, so I used the "add.Force" to make it move:

 public float speed;
 public float olhada;
 private Rigidbody rb;

 void Start () {
     rb = GetComponent<Rigidbody>();
 }
 
 
 void FixedUpdate () {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");
    
     Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
      rb.AddForce(movement * speed);
     
 }


, but a issue that I saw is that it continue to add more and more force to the camera so it reaches lightspeed if you hold the keys for to much. So to solve it I thought "Why I dont use "Transfor.position" instead?", and then I made this:

 public float speed;
 public float olhada;
 private Rigidbody rb;

 void Start () {
     rb = GetComponent<Rigidbody>();
 }
 
 
 void FixedUpdate () {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");
    
     Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
      transform.position += movement;
     
 }


,which solved the problem of the camera getting to fast, but , instead of "Add.Force", it wasn't a force, so colisions didn't stop the camera to pass through wall and, basicly, everything. So, after these tries I saw that the "Add.Force" method was better but I had no idea of how I could make a limit to the camera move like in the "Transfor.position". And here comes my question:

There is a way to set a max to the resultant force in a object ?

(Sorry if my description got to big (and borring), but I wanted to give the maximum of details I could)

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Answer by kalen_08 · Jul 20, 2018 at 12:59 AM

I think what you want to do is check if it's at a certain speed then not add anymore force...

 //maxSpeed would be a variable you add...
 if (rigidbody.velocity.magnitude < maxSpeed)
 {
     //forceToAdd is whatever force you're adding
     rigidbody.AddForce(forceToAdd);
 }
 
 //or Option #-----------------------------
 
 rigidbody.AddForce(forceToAdd);
 if (rigidbody.velocity.magnitude > maxSpeed)
 {
     var direction = rigidbody.velocity.normalized;
     rigidbody.velocity = direction * maxSpeed;
 }

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avatar image Locohoco · Jul 20, 2018 at 03:10 PM 0
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Thanks, that's exactly what I intended to ask/do ! I apreciate the help! ; )

avatar image Locohoco · Jul 20, 2018 at 03:12 PM 0
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I really didn't know that velocity was an variable.

avatar image kalen_08 Locohoco · Jul 20, 2018 at 09:04 PM 0
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you're welcome :) could I ask though that you accept my answer?

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