I have the following script
public class SpeedUp : MonoBehaviour {
public Rigidbody2D ball;
void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "Ball") {
ball.AddForce(Vector2.left * 1000f);
Debug.Log("ABC");
}
}
}
and every time I run my game, the Debug.Log("ABC") prints ABC in the console, but the Rigidbody doesn't move, it stays as it is. Can someone explain me why, because I don't understand why does the console print work and the Rigidbody doesn't move
This is the code for the Ball
public class Ball : MonoBehaviour {
public Rigidbody2D rb;
public Rigidbody2D hook;
public float releaseTime = 0.15f;
private bool isPressed = false;
void Update()
{
if (isPressed)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (Vector3.Distance(mousePos, hook.position) > 2.5f)
{
rb.position = hook.position + (mousePos - hook.position).normalized * 2.5f;
}
else
{
rb.position = mousePos;
}
}
}
void OnMouseDown()
{
isPressed = true;
rb.isKinematic = true;
}
void OnMouseUp()
{
isPressed = false;
rb.isKinematic = false;
StartCoroutine(Release());
}
IEnumerator Release()
{
yield return new WaitForSeconds(releaseTime);
GetComponent<SpringJoint2D>().enabled = false;
this.enabled = false;
}
}
The Rigidbody doesn't move may be it's need to getComponenrt()
So, add void Start() method in your the script
public class SpeedUp : MonoBehaviour {
public Rigidbody2D ball;
void Start()
{
ball = ball.GetComponent<Rigidbody2D>();
}
void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "Ball") {
ball.AddForce(Vector2.left * 1000f);
Debug.Log("ABC");
}
}
}
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