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Question by beefgojira · Jul 06 at 12:47 PM · rigidbody2ddynamic

rigidbody2d needs to keep speed when switching from kinematic to dynamic

I am making an amiga biplane clone and I'm finding the movement works best if I use a kinematic rigidbody2D. But there's a 'stall' mechanic I'm trying to implement. Basically I'm trying to switch to a dynamic rb when it would stall but it doesn't keep the velocity that it had under transform.translate. Obviously I need to manually set the Rb dynamic velocity to what it was when it was kinematic. But I seem to be struggling with this for some reason. Anyone got any ideas? I'm pretty novice... appreciate any pointers. I've searched the forums but not really found anything that has helped so far

//movement when Rb is kinematic. transform.Translate(Vector2.right currentSpeed Time.deltaTime);

//then when certain criteria are me this is called private void StallMechanics() { float stallSpeed = currentSpeed; rB.bodyType = RigidbodyType2D.Dynamic; rB.velocity = new Vector2(currentSpeed, 0); }

//I've checked and stallMechanics() is being called when I want it to be and it is changing the rb to dynamic but the velocity is going to zero. So i'm obviously not using it right.

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