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Question by CalebJaggard · Sep 05, 2012 at 06:52 AM · 2dflight

2D Flight problem

Hello, im in the process of creating a 2D game based on bird-like flight. Basically you can fly up, down, left and right in a 2D platform type game using the WASD keys. Anyway, when flying up and down, the object often drops by itself, twists and bounces around. Is there anyway to fix this issue? I only have a basic understanding of javascript so sorry if i don't understand.

Code used:

 #pragma strict
 
 // The speed of the keyboard controls. A higher value will
 // cause the object to move more rapidly.
 var keyboardSpeed = 20.0;
 
 // FixedUpdate is a built-in unity function that is called every fixed framerate frame.
 // According to the docs, FixedUpdate should be used instead of Update when dealing with a
 // Rigidbody.
 // See http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.FixedUpdate.html
 // for more information.
 function FixedUpdate () {
     // This is where we move the object.
 
     // Get input from the keyboard, with automatic smoothing (GetAxis instead of GetAxisRaw).
     // We always want the movement to be framerate independent, so we multiply by Time.deltaTime.
     var keyboardX = Input.GetAxis("Horizontal") * keyboardSpeed * Time.deltaTime;
     var keyboardY = Input.GetAxis("Vertical") * keyboardSpeed * Time.deltaTime;
 
     // Calculate the new position based on the above input.
     // If you want to limit the movement, you can use Mathf.Clamp
     // to limit the allowed range of newPos.x or newPos.y.
     var newPos = rigidbody.position + Vector3(keyboardX, keyboardY, 0.0);
 
     // Move the object.
     rigidbody.MovePosition(newPos);
 }
 
 // Require a Rigidbody component to be attached to the same GameObject.
 @script RequireComponent(Rigidbody)

Thanks -Caleb

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Answer by Deozaan · Mar 02, 2013 at 06:01 AM

If you don't want the object to drop by itself, disable gravity. If you don't want it to rotate due to collisions, freeze the rotation axis/axes that you don't want to rotate. You can do this in the editor or via script with rigidbody.constraints and rigidbody.useGravity

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