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Question by havezerosalt · Aug 17, 2020 at 07:55 AM · movement2d gametopdowndodge

dodge roll in mouse direction in a 2D Top down game,Top down dodge roll in mouse direction

So i have an Movement script and i am currently trying to implement a dodge roll in mouse direction. i tried that one from code monkey but i dont know why the collisions did not work so i am trying to find another one here is my movement script

 public Camera cam;

 Vector2 mousePos;
 private Vector2 moveVelocity;
 public float speed;
 private Rigidbody2D RB;

   
 
   
  
 
 
 
 
 

   
 void Start()
 {
   RB = GetComponent<Rigidbody2D>();
 }

 
 void Update()
 {
      mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
     Vector2 moveInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
     moveVelocity = moveInput.normalized * speed;
   
 }


 void FixedUpdate(){
  
  RB.MovePosition(RB.position + moveVelocity * Time.fixedDeltaTime);
  Vector2 lookDir = mousePos - RB.position;
  float angle = Mathf.Atan2(lookDir.y, lookDir.x) *  Mathf.Rad2Deg - 90f;
  RB.rotation = angle;
  
  
  }
  
 
 
   
 

},so hey i am currently trying to make a top down game where i have an character and its kind of an stealth game currently i am having troubles trying to implement a dodge roll i tried a lot of things but i just dont like every single one of them cause i had troubles with collisions cause it was too fast. this is my movement code which works like intented

 public Camera cam;

 Vector2 mousePos;
 private Vector2 moveVelocity;
 public float speed;
 private Rigidbody2D RB;

   
 
   
  
 
 
 
 
 

   
 void Start()
 {
   RB = GetComponent<Rigidbody2D>();
 }

 
 void Update()
 {
      mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
     Vector2 moveInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
     moveVelocity = moveInput.normalized * speed;
   
 }


 void FixedUpdate(){
  
  RB.MovePosition(RB.position + moveVelocity * Time.fixedDeltaTime);
  Vector2 lookDir = mousePos - RB.position;
  float angle = Mathf.Atan2(lookDir.y, lookDir.x) *  Mathf.Rad2Deg - 90f;
  RB.rotation = angle;
  
  
  }
  
 
 
   
 

}

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