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Question by Shnayke · Nov 14, 2013 at 06:34 PM · physics2d-platformervector2

ClampMagnitude and Physics for a 2D Platformer

Hey guys - Quick question. So I'm coming in from GameMaker, in which I had to handle x and y movement myself manually. Kind of a pain in the butt, especially to script my own collision and slope-walking system, but it worked.

I'm having difficulty building my own basic player control system, using the 4.3 demo example as a template.

Two questions:

1)

 void FixedUpdate() {
 float h_direction = Input.GetAxis("Horizontal");

     if ((!grounded && h_direction * rigidbody2D.velocity.x < max_run_speed) || (grounded && rigidbody2D.velocity.magnitude < max_run_speed)) {
         rigidbody2D.AddForce (Vector2.right * h_direction * moveForce);
     }

     if (grounded && rigidbody2D.velocity.magnitude > max_run_speed) {
         rigidbody2D.velocity = Vector2.ClampMagnitude(rigidbody2D.velocity, max_run_speed);
     }

     total_speed = rigidbody2D.velocity.magnitude;

     if (h_direction > 0 && !facing_right)
         Flip ();
     else if (h_direction < 0 && facing_right)
         Flip ();

 }

So my efforts to clamp the magnitude to the max_run_speed is simply not working - during Play mode the player will simply keep accelerating far beyond the value of max_run_speed.

Am I calling ClampMagnitude incorrectly? It seems simple enough.

2) So using a circle 2D collider on the bottom of my character seems to be the easy solution to enable slope-walking. Say the character is walking up a 45 degree slope. Does this mean its velocity vector is <1,1>?

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