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Question by BobThyAsian · May 11, 2020 at 08:24 AM · 2d

What am I missing with my velocity here?

I have an odd problem that I can't seem to figure out. I'm using a right-click to move an object and everything is working at it should for the most part. When the object reaches the target it keeps moving/flipping. I'm sure it's something simple and I've just been looking at it too long. Any help would be appreciated.

To set the point, in another script I used SetMovePosition(Camera.main.ScreenToWorldPoint(Input.mousePosition))

I have also tried:

 moveDir = (Vector3.Distance(transform.position, movePosition) < .1f) ? Vector3.zero : (movePosition - transform.position).normalized;

MovePositionPathfinding

 public class MovePositionPathfinding : MonoBehaviour
 {
     public Vector3 movePosition;
     private Vector3 moveDir;
 
     private void Start()
     {
     }
     void Update()
     {
         moveDir = (movePosition - transform.position);
         float dist = Vector3.Distance(movePosition, transform.position);
         GetComponent<MoveVelocity>().SetVelocity(moveDir.normalized);
         //Debugging
         EDebug.TextUpdater( () => movePosition.ToString() + " - " + transform.position.ToString() + " = " + moveDir.ToString() , new Vector3(10f,40f, 1f));
     }
     public void SetMovePosition(Vector3 movePosition)
     {
         this.movePosition = movePosition;
     }
     public void RandomPosition()
     {
         Vector3 tempPos = Random.insideUnitCircle*20;
         SetMovePosition(tempPos.normalized);
     }
 }


MoveVelocity

 public class MoveVelocity : MonoBehaviour
 {
     [SerializeField] private float moveSpeed;
 
     private Rigidbody2D rigidbody2d;
     private Vector3 velocityVector;
     private void Awake()
     {
         rigidbody2d = GetComponent<Rigidbody2D>();
     }
 
     public void SetVelocity(Vector3 velocityVector)
     {
         this.velocityVector = velocityVector;
     }
 
     private void FixedUpdate()
     {
         HandleRotation();
         rigidbody2d.velocity = velocityVector * moveSpeed;
     }
 
     private void HandleRotation()
     {
         Vector2 vectorToTarget = rigidbody2d.velocity;
         if (vectorToTarget != Vector2.zero)
         {
             transform.LookAt(transform.position + new Vector3(0, 0, 1), vectorToTarget);
         }    
 }
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