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Question by JackhammerGaming · Sep 18, 2020 at 06:34 PM · rotationscripting problemrigidbody2dcollision2drigidbody.addforce

making a mushroom trampoline , bouncing the gameobject relative to mushroom's rotation

I am trying to make a 2D mushroom trampoline mechanism so far i have got it working only if mushroom is perpendicular to ground if the mushroom is rotated to like 60° on z Axis then the results achieved are not desirable here is an image for what i am trying to achieve alt text

My current code is given below

 public GameObject Rogue;
 public float strength;
 
 // THIS SCRIPT IS ATTACHED TO MUSHROOM GAMEOBJECT
 void OnCollisionEnter2D(Collision2D other){
 if (other.gameObject == Rogue){
       Rogue.GetComponent<Rigidbody2D>().AddForce(transform.up * strength);
 }
 }


20200918-234632.jpg (173.6 kB)
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Answer by Durstie · Sep 18, 2020 at 11:01 PM

Your transform is only in the up direction. I'm assuming your current results are that it only bounces you upward. You will probably want to create a vector variable that stores the direction you want your force applied to and use that instead of tansform.up when you add the force.

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avatar image Durstie · Sep 19, 2020 at 01:23 PM 0
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As an example try this: Rogue.GetComponent().AddForce(new Vector2(1,1) * strength);

avatar image JackhammerGaming Durstie · Sep 19, 2020 at 02:35 PM 0
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@Durstie yea i can definitely do that manually but i am looking for a way in which i can create multiple instances and don't need to change a thing and for that there needs to be a relation between rotation and force.

avatar image Durstie JackhammerGaming · Sep 19, 2020 at 03:42 PM 0
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@JackhammerGaming How are you setting the rotation on your mushroom? Could you take the rotation of the rigidbody and convert that to a Vector2?

Something like this maybe?

   private Vector2 forceVector;
   void Start()
   {
     forceVector = DegreeToVector2(Rogue.GetComponent<Rigidbody2D>().rotation);
   }
 
   void OnCollisionEnter2D(Collision2D other){
     if (other.gameObject == Rogue){
       Rogue.GetComponent<Rigidbody2D>().AddForce(forceVector * strength);
     }
   }
   public static Vector2 RadianToVector2(float radian)
   {
     return new Vector2($$anonymous$$athf.Cos(radian), $$anonymous$$athf.Sin(radian));
   }
       
   public static Vector2 DegreeToVector2(float degree)
   {
     return RadianToVector2(degree * $$anonymous$$athf.Deg2Rad);
   }
 

I got this idea from this Answer

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