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Question by elsewhere_ · Jan 04, 2020 at 04:17 AM · 2dmovementrigidbody2daddforce

Rigidbody2D x velocity not moving unless placed in FixedUpdate

Hello! I am having difficulties trying to get an animation event to move my character's Rigidbody2D on the X-axis. If I flip the event to happen on the Y axis, it works just fine. I have tried setting the velocity manually and AddForce. Both work on the Y-axis, but not on the X-axis.

It seems though, that if I place my Rigidbody2D code in the FixedUpdate method, then it runs and updates my velocity as expected. What could be causing t$$anonymous$$s behavior?

I have attached a picture of the RB2D settings. I have already ensured that the script trying to modify the velocity is on the same GameObject. Anyt$$anonymous$$ng else that is trying to access the RB2D is also on the parent GameObject.

alt text

rb2dsettings.png (23.2 kB)
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Answer by logicandchaos · Jan 04, 2020 at 04:39 AM

Could we see your code as well?

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avatar image elsewhere_ · Jan 04, 2020 at 04:19 PM 0
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I am unable to see my previous comment, for some reason. Are you able to see what I posted?

avatar image elsewhere_ · Jan 06, 2020 at 07:33 AM 0
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Ah! Apologies, I should have included that. My PlayerController has this method being called in the FixedUpdate.

     private void ApplyMovement()
             {
                 if (!isGrounded && !isWallSliding && rewiredMovementInputDirection == 0)
                 {
                     rb.velocity = new Vector2(rb.velocity.x * airDragMultiplier, rb.velocity.y);
                 }
                 else if(canMove && isRunning)
                 {
                     rb.velocity = new Vector2(runSpeed * rewiredMovementInputDirection, rb.velocity.y);
                 }
                 else if(canMove)
                 {
                     rb.velocity = new Vector2(walkSpeed * rewiredMovementInputDirection, rb.velocity.y);
                 }
     
                 if (isWallSliding)
                 {
                     if (rb.velocity.y < -wallSlideSpeed)
                     {
                         rb.velocity = new Vector2(rb.velocity.x, -wallSlideSpeed);
                     }
                 }
             }

These next two methods are the ones I am calling as an animation event.

 public void AbilityPushForward(float forwardForce)
         {
             rb.velocity = new Vector2(forwardForce, rb.velocity.y);
         }

         public void AbilityJump(float jumpForce)
         {
             rb.velocity = new Vector2(rb.velocity.x, jumpForce);
         }



avatar image elsewhere_ · Jan 06, 2020 at 07:33 AM 0
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edited because I did not realize my answer had to be viewed by moderators... Apologies!

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