Correction for rigidbody movements: I apologize guys but apparently when changing physics materials you have to completely remove the physics materials and add it back to get it to work without having to re-run the game inside of Unity. Gotta love bugs! MovePosition: (Responsive - ✔ Friction - ✔ Gravity - ✖ ) Velocity: (Responsive - ✔ Friction - ✔ Gravity - ✔ ) AddForce: (Responsive - ✖ Friction - ✔ Gravity - ✔ ) Also as many have pointed out in the comments time.deltaTime is not necessary for rb.velocity and rb.AddForce as Unity has already accounted for time in there physics engine using these methods. MovePosition still needs time.deltaTime as it does not account for time on its own.
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Thanks so much for this explanation! I've been watching a (payed!) tutorial for 2d games in untiy and the tutor said i should remove the rigidbody from my main character and use some scripted logic for collusion besides using tranform for moving the character.. now i now how it works correctly! :)
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I'm so glad I found this tutorial. I'm working on remaking a Mario level. It's my second project. The movement is hard because Mario gets faster after a little bit of running and it takes him time to stop sprinting. I was trying to increase the speed based on what the current game time was vs when Mario started running but it was either not speeding up or speeding up way too much. I think AddForce is the answer here
No way, I’m also remaking a Mario level and working on how to figure out acceleration in his movement right now. And this is also my second project (first if you don’t count my first one just following a tutorial from start to finish). I can’t believe I found a twin
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Great tutorial! I have to disagree with the velocity setting parameters though. Usually, you'd want to not include Time.deltaTime here since you overwrite a velocity that is already accounted for being applied per second. If deltaTime is included, the actual speed of the character will change depending on the fixedDeltaTime value.
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Correction for rigidbody movements:
I apologize guys but apparently when changing physics materials you have to completely remove the physics materials and add it back to get it to work without having to re-run the game inside of Unity. Gotta love bugs!
MovePosition: (Responsive - ✔ Friction - ✔ Gravity - ✖ )
Velocity: (Responsive - ✔ Friction - ✔ Gravity - ✔ )
AddForce: (Responsive - ✖ Friction - ✔ Gravity - ✔ )
Also as many have pointed out in the comments time.deltaTime is not necessary for rb.velocity and rb.AddForce as Unity has already accounted for time in there physics engine using these methods. MovePosition still needs time.deltaTime as it does not account for time on its own.
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Thanks so much for this explanation! I've been watching a (payed!) tutorial for 2d games in untiy and the tutor said i should remove the rigidbody from my main character and use some scripted logic for collusion besides using tranform for moving the character.. now i now how it works correctly! :)
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I'm so glad I found this tutorial. I'm working on remaking a Mario level. It's my second project. The movement is hard because Mario gets faster after a little bit of running and it takes him time to stop sprinting. I was trying to increase the speed based on what the current game time was vs when Mario started running but it was either not speeding up or speeding up way too much. I think AddForce is the answer here
No way, I’m also remaking a Mario level and working on how to figure out acceleration in his movement right now. And this is also my second project (first if you don’t count my first one just following a tutorial from start to finish). I can’t believe I found a twin
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I was looking exactly for an explanation of the differences between Transform and rigidbody movement and this video didn't disappoint ^^ Thank you so much, it was very in-depth yet still concise and useful! Happily subscribed.
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Great tutorial! I have to disagree with the velocity setting parameters though. Usually, you'd want to not include Time.deltaTime here since you overwrite a velocity that is already accounted for being applied per second. If deltaTime is included, the actual speed of the character will change depending on the fixedDeltaTime value.
Yeah everyone is pointing that out. Its something I overlooked when testing the Rigidbody movements. Im going to add it to the pinned comment.
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