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Question by Fourthings · Jun 16, 2015 at 02:47 PM · physics

Rigidbody2D has no velocity when falling

So I have a box with three colliders on it,it's kinematic on start and once you touch it it becomes non-kinematic(dynamic?), I have a simple print(GetComponent().velocity.y); statement and it always returns a value of zero even when falling via gravity, the x value also always returns as zero. Why is this?

My goal is to check if it's y velocity is greater than a certain limit then set the x velocity to zero if it is.

edit- When I set the rigidbody to start as non-kinematic it does correctly print the velocity, but when I set it to kinematic on start and then switch it to non-kinematic in real-time it prints 0, is this a bug?

edit2- So I tried setting it to non-kinematic, and then in code setting it to kinematic on Awake and then when it became non-kinematic again the velocity still returns as zero when falling. I also tried Start to no avail

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avatar image Shark-Boy · Jun 16, 2015 at 03:47 PM 0
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Try

Debug.Log(gameObject.GetComponent().velocity.y + " " + gameObject.GetComponent().is$$anonymous$$inematic);

see what that gets. And try having it fall while kinematic.

avatar image VoidChicken · Jun 16, 2015 at 03:59 PM 0
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Shark, that actually wouldn't work, the correct code would be: // C# code vvvvvvvv Debug.Log(GetComponent().velocity.y + " : " + GetComponent().is$$anonymous$$inematic.ToString()); // Javascript Code vvvvvvvvv Debug.Log(GetComponent(Rigidbody2D).velocity.y + " : " + GetComponent(Rigidbody2D).is$$anonymous$$inematic);

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