# Player speed problem

Hello. I am a beginner in game development. I want to create a 2D fantasy game about a warrior who defeats enemies and challenging bosses with the possibility of playing in co-op with 2 players. The game is intended to be similar to Valiant Hearts and Castle Crashers. I have already created several levels, bosses, enemies, traps, AI for enemies and bosses, various enemy skills and abilities, as well as effects that affect the player, such as pushing them. That’s why I decided to control the player using the AddForce function, and I have a small problem that I can’t solve. Specifically, when I move the character to the right or left and use a jump while running, the player’s speed in the x-axis slightly increases. I would like the speed in the x-axis to be the same during both running and jumping. Here is the code for movement that I am using: body.AddForce(new Vector2(horizontalInput * speed, 0f), ForceMode2D.Impulse); and here is the code for jumping: body.AddForce(new Vector2(verticalInput, jumpPower), ForceMode2D.Impulse); Walking is in FixedUpdate, and jumping is a function called from Update. Does anyone know what may be the cause of this? Regards.

``````body.AddForce(new Vector2(verticalInput, jumpPower)
``````

Do you know what the Vector2 here signifies? You’re adding “verticalInput” to the X velocity and “jumpPower” to the Y velocity. If you only want to modify the Y then only specify something for the Y and zero for the X.

Didn’t you mean:

``````Vector2(0f, verticalInput * jumpPower)
``````

Alternately, just set the Y component of the Rigidbody2D velocity.

There’s hundreds of tutorials/videos on this stuff though so I’d seek out some of them.

1 Like

You will need to work on one thing at a time, not ALL the things at once.

Try this approach: iteratively ask yourself, “Can I …?”

Imphenzia: How Did I Learn To Make Games:

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

• the description of the error itself (google this; you are NEVER the first one!)
• the file it occurred in (critical!)
• the line number and character position (the two numbers in parentheses)
• also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly? Are you structuring the syntax correctly? Look for examples!

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

I solved the problem. It turned out that the issue was the default friction between the object and the ground. So, I created a new material 2D for the player with zero friction, and everything works as it should. Thanks to those who tried to help. Greetings!

I’m confused here; the problem you described is nothing to do with friction unless you mean that friction was reducing the velocity when in contact (expected) but the code you mentioned that I referred to meant your jump wouldn’t work correctly at all and would actually add X velocity when jumping.

Either way, glad you’re okay now.