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Question by Obi-Wan_Jabroni · Apr 13, 2022 at 10:31 PM · movementaddforcechase

Does ClampMagnitude override AddForce?

I have a script that uses Vector2.ClampMagnitude w$$anonymous$$ch allows an enemy to chase my player around. When the enemy takes damage, I am using Rigidbody2D.AddForce() to knock $$anonymous$$m away, but t$$anonymous$$s part of my code isn't working. I am wondering if ClampMagnitude is interferring with it.

  void Update(){
         //Chases player
         body.velocity = Vector2.ClampMagnitude(player.position - transform.position, speed);

         //Stops the enemy infront of the player
         if(Vector3.Distance(transform.position, player.position) <= range){
             tooClose = true;
         }else{
             tooClose = false;
         }
 
         if(tooClose == true){
         body.velocity = Vector3.zero;
         }
 
 public void TakeDamage(int damage){
         if(player.facingRight){
             body.AddForce(-transform.right * thrust, ForceMode2D.Impulse);
             health -= damage;
             Debug.Log("Hit right");
         }else{
             body.AddForce(transform.right * thrust, ForceMode2D.Impulse);
             health -= damage;
             Debug.Log("Hit left");
         }
     }
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