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Question by schubertyi · Oct 02, 2020 at 10:11 PM · movementpositionrigidbody2dspriterenderer

2D Rigidbody rebound with RigidBody.velocity

I'm using RigidBody.velocity to move my player like this:

         _rigidBody.velocity = new Vector2(
             _horizontal * _movementSpeed * Time.deltaTime, 
             _vertical * _movementSpeed * Time.deltaTime
             );

And I flip the sprite depending if the player is moving to +x or -x like tihs:

 private float _horizontal;
 private float _vertical;
 private float _xPosition;    
 
 private void Update()
     {
         _horizontal = _input.Player.HorizontalMovement.ReadValue<float>();
         _vertical = _input.Player.VerticalMovement.ReadValue<float>();
 
         float actualXPosition = _transform.position.x;
 
         if (actualXPosition > _xPosition)
         {
             _sprite.flipX = false;
         }
         else if (actualXPosition < _xPosition)
         {
             _sprite.flipX = true;
         }
         _xPosition = _transform.position.x;
 
         if (_rigidBody.velocity.magnitude > 0)
             _animator.SetBool("walk", true);
         else
             _animator.SetBool("walk", false);
     }

But when I hit a collider it gets a little bit to the opposite side its aheading like this gif shows.

I have my Player object RigidBody 2D Collision Detection to Continuous and played a little with other configurations and didnt got anything.

What I can see in the RigidBody 2D component is in the Info area that when I hit a wall it gets the Position X to the opposite value of the direction its going.

And if I hit the same collider that flipping bug do not happen again. I have to hit one and them a different one to this to happens.

Can I solve this changing my code, changing setting or other thing that can remove this rebound, wich will in the future affect other things.

Thanks in advance.

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