Hey,
So i came upon controlling player with use of forces and i was dealing with this problem of blending of forces inside of a Rigidbody 2D, the problem presents itself like this:
- Player has to apply forces to itself to accelerate and decelerate
- Outside world also can apply forces to player
Problem description:
1.Once forces join inside of rigidbodys velocity player has no way to differentiate which one is which and what happens is he has no other option but to treat his rigidbody velocity as his own controller responsibility
2.Which in turn breaks any continuous motion from outside world impulses that would want to ignore his controller force until they die out
Solutions ideas?:
1.For me theoretically cleanest option would be to gut out the rigidbody 2D and layer out its internal velocity so controller velocity could sit on other “layer” than outside impulse/continuous forces?
2.Use coroutines?
3.Track stuff inside of controller to somehow seep through what part of velocity is not an controller concern?
4.Write my own player physics control system and replace rigidbody completely? (seems a bit over the top as it would be sad to lose all rigidbody abilities and connections to box2D physics system)
Halp pls ;-; im trying to make 2D platformer controller a little better if you was wondering why im dwelling upon this forsaken physics nightmares
I guess joined velocity makes sense for like 99% of use cases but with more advanced cases it feels a bit limiting. Or is there something i cant see in this problem?