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Question by iamthecoolguy11 · Sep 19, 2014 at 09:56 PM · c#objectvelocity

How do I get the velocity of a non rigidbody

I looked all over the internet and I only see this answer in JavaScript badly. I did this a wile back it did it by subtracting its position every second or something but I cant find it out.

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avatar image VesuvianPrime · Sep 19, 2014 at 10:02 PM 0
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Is there a reason you can't use a RigidBody? This is something I'm trying to solve too. $$anonymous$$y current attempt involves having another GameObject in the scene with an attached RigidBody, setting it to kinematic, and moving it in the physics update step.

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Answer by Cherno · Sep 19, 2014 at 10:00 PM

You could record the transform.position at one point of time, then a little later (like 1 second or shorter?) record it again, then get the distance between both Vector3s and use this number as the speed (= the distance the objects travelled in the last second).

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avatar image dmg0600 · Sep 19, 2014 at 10:42 PM 0
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This is correct, but to be more accurate you can messure the velocity between frames.

To do so, store the last position of your object and divide the distance between its last position and its new position by Time.deltaTime.

 void Update () {
     transform.position += new Vector3(5f,0f, 0f);
 
     float velocity = (lastPosition - transform.position).magnitude / Time.deltaTime;
 
     lastPosition = transform.position;
 }

It would be event better to messure it in FixedUpdate using Time.fixedDeltaTime ins$$anonymous$$d of Time.deltaTime

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