Adding impulse force cancels out gravity force on collisions.

I trying to move my player using AddForce. I don’t like the feel of using ForceMode2D.Force because it takes a while for the player to get up to speed and it seems to be constantly accelerating. I want to use ForceMode2D.Impulse because the movement is snappy and instant. However, when the player is falling or jumping and collides horizontally with a wall they don’t fall but are stuck there against the wall (until I let off the inputs). If I use ForceMode2D.Force I don’t have this issue the player hits the wall and will fall like expected.

I am applying gravity using AddForce as I want to be able to switch the direction of gravity.

Is there a way I can either:

1/ Make ForceMode2D.Force feel instant and snappy without constantly accelerating?

2/ Have ForceMode2D.Impulse not cancel out other AddForces?

If it only happens on collisions, try this:

  1. Create a new physics material in your project
  2. Set both frictions to 0
  3. Apply material to wall you’re colliding with
  4. See if you still stick to it.