• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by amphoterik · Apr 22, 2012 at 11:09 PM · collisionphysicsvelocityimpact

AddForce moving object in wrong direction

Hello everyone, I am having an issue on my "First person" world. I am currently $$anonymous$$tting targets, but they are moving the wrong way as a result. For instance, if I swing forward and $$anonymous$$t a target, it moves backwards (towards the screen). If I swing left, the object $$anonymous$$t moves right. If I swing right the object moves left. If my avatar is in the middle, the objects $$anonymous$$t always move towards the middle and $$anonymous$$t the avatar.

 Vector3 acceleration = (rigidbody.velocity - previousVelocity) / Time.fixedDeltaTime;
 Vector3 force = rigidbody.mass * acceleration;
 ResolveCollision(collisionObject, force);
 
 void ResolveCollision(Collision col, Vector3 force)
 {
     col.collider.GetComponent<EnemyScript>().Hit(force);
 }

 public void Hit(Vector3 impulse)
 {
     rigidbody.AddForce(impulse, ForceMode.Impulse);
 }
Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image syclamoth · Apr 22, 2012 at 11:45 PM 0
Share

What happens if you invert 'impulse'? Isn't this just a simple arithmatic error?

avatar image amphoterik · Apr 23, 2012 at 12:28 AM 0
Share

Whats the best way to invert a vector? It is not all of the axis that are wrong, just whichever one the "fist" is traveling in. So if I punch forward, it is the z axis and if I punch left/right, it is the x. Though there can be combinations of the two as well.

avatar image syclamoth · Apr 23, 2012 at 01:15 AM 0
Share

Invert as in-

 Vector3 invertedForce = -force;

it's literally that easy.

avatar image bodec · Apr 23, 2012 at 04:12 AM 0
Share

please make sure if your question is answered you check mark the check mark under the answer.

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by AchillesWF · Apr 23, 2012 at 02:35 AM

You need to define where you are updating previousVelocity (and rigidbody.velocity). My guess is that when you perform the attack, the object stops , gets an instantaneous velocity lower than previous, you get "negative" acceleration, and that leads to an opposite impulse.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image syclamoth · Apr 23, 2012 at 02:36 AM 0
Share

Made it an answer, that's it for sure.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Resume movement of instanced object relative to the original after instantiation. 2 Answers

Jittery Rigidbody 4 Answers

Manually Apply Cars Collision Response Force 0 Answers

Same Collision Rebound Force on Cars 0 Answers

Ignore collision at high velocity. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges