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Question by FesterTY · Mar 07, 2019 at 10:03 AM · scripting problemmovementphysicsrigidbody

Why is my vertical movement faster than my horizontal?

alt text

My PlayerController.cs code:

 using UnityEngine;
 
 [RequireComponent(typeof(Rigidbody2D))]
 public class PlayerController : MonoBehaviour
 {
     Rigidbody2D rb2d;
     bool isMoving;
 
     public float moveSpeed = 500f;
 
     private void Start()
     {
         rb2d = this.gameObject.GetComponent<Rigidbody2D>();
     }
 
     public void Move()
     {
         float moveX = 0;
         float moveY = 0;
 
         // Only let player moves when they are not moving
         if (isMoving == false)
         {
             moveX = Input.GetAxisRaw("Horizontal");
             moveY = Input.GetAxisRaw("Vertical");
         }
 
         if (moveX != 0 && moveY != 0)
         {
             // If player tries to move diagonally, return nothing
             return;
         }
 
         if (moveX != 0 || moveY != 0)
         {
             Vector2 moveVelocity = new Vector2(moveX, moveY).normalized * (Time.deltaTime * moveSpeed);
             rb2d.velocity += moveVelocity;
             Debug.Log(rb2d.velocity);
             isMoving = true;
         }
 
         if (rb2d.velocity.x == 0 && rb2d.velocity.x == 0)
         {
             isMoving = false;
         }
     }
 }
 

itruns.gif (21.3 kB)
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Answer by xxmariofer · Mar 07, 2019 at 10:07 AM

change the last if you are only compary the x velocity no the y so when you add the Y velocity isMoving is always false

      if (rb2d.velocity.x == 0 && rb2d.velocity.y == 0)
      {
          isMoving = false;
      }
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avatar image FesterTY · Mar 07, 2019 at 10:10 AM 0
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Whoops, I didn't see that. Thank you for pointing it out! Appreciate it.

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