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Question by RicardoMineli · Aug 16, 2021 at 06:17 PM · rigidbodycontrolrigidbody.addforce

How to ensure player rock will roll?

Hello, I'm learning Unity by making a prototype where you play as a rock, I managed to get the desired player movement with Rigidbody.AddForce, but there is a minor inconvenience I would like to fix, because of the shape of the rock sometimes addForce will not apply enough force to make the rock roll, see this behavior on the gif.


https://imgur.com/MOanMnt

I'm pressing A to make the rock move left throughout the gif.


I could just increase the applied force or change the mass, but then the rock would not feel as heavy as I would like.


So how should I ensure the rock will roll without making it move too fast?

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Answer by DenisIsDenis · Aug 17, 2021 at 03:04 AM

In your case, it is better to use rigidbody.angularVelocity instead of rigidbody.AddForce(). Here is an example of the movement script:

 using UnityEngine;
 
 public class RollRock : MonoBehaviour
 {
     Rigidbody rockRigidbody;
     Vector3 movement;
 
     void Start()
     {
         rockRigidbody = GetComponent<Rigidbody>();
     }
 
     void FixedUpdate()
     {
         movement = Vector3.right * Input.GetAxisRaw("Vertical")
                  - Vector3.forward * Input.GetAxisRaw("Horizontal");
 
         if (movement != Vector3.zero)
         {
             rockRigidbody.angularVelocity = movement.normalized * 5;
         }
     }
 }

Should also be assigned to the stone collider physical material with high friction values to avoid slippage.

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avatar image Eno-Khaon · Aug 17, 2021 at 03:43 AM 1
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I'd like to chime in here and note that the equivalent of Rigidbody.AddForce() for angularVelocity is Rigidbody.AddTorque().

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