I am making a 2D game where you control a shield and you have to block falling obstacles from reaching base. I know that to move something you use rb.addforce
. However, when I do the same for 2D it doesn't work. I imagine that instead of using a Vector3 you use a Vector2, but it gives me these 2 errors: Assets\Movement.cs(16,25): error CS1503: Argument 1: cannot convert from 'float' to 'UnityEngine.Vector2'
and this one: Assets\Movement.cs(16,25): error CS1503: Argument 1: cannot convert from 'float' to 'UnityEngine.Vector2'
for each time I write the line. Here is my full code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public Rigidbody2D rb;
public Collider2D collider;
public float moveSpeed = 0.1f;
private void Update()
{
if (Input.GetKey("w"))
{
rb.AddForce(0f, moveSpeed);
Debug.Log("w");
}
if (Input.GetKey("s"))
{
rb.AddForce(0f, moveSpeed);
Debug.Log("s");
}
}
}
Rigidbody2D.AddForce
doesn't take two float
parameters but rather as usual a Vector2
and a ForceMode2D
where the latter has a default value of ForceMode2D.Force
if you don't pass it in.
So your code should rather be
// = new Vector2 (0,1) * moveSpeed
// = new Vector2 (0, moveSpeed)
rb.AddForce(Vector2.up * moveSpeed);
...
// I assume in the second case you rather want to go down so
// = new Vector2 (0, -1) * moveSpeed
// = new Vector2 (0, -moveSpeed)
rb.AddForce(Vector2.down * moveSpeed);
Btw I would rather not Debug.Log
every frame in Update
it's pretty expensive.
You can add a new Vector2
in rb.AddForce (new Vector2(0,moveSpeed));
Here is the updated code:
public class Movement : MonoBehaviour
{
public Rigidbody2D rb;
public Collider2D collider;
public float moveSpeed = 0.1f;
private void Update()
{
if (Input.GetKey("w"))
{
rb.AddForce(new Vector2(0f, moveSpeed));
Debug.Log("w");
}
if (Input.GetKey("s"))
{
rb.AddForce(new Vector2 (0f, moveSpeed));
Debug.Log("s");
}
}
}
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