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This question was closed Feb 13, 2021 at 08:27 PM by ShuaG for the following reason:

The question is answered, right answer was accepted

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Question by ShuaG · Feb 11, 2021 at 12:06 PM · 2drigidbody2dphysics2dforcemode

ForceMode2D.Force not working in fixed update

i am making a 2d rocket type game and i am trying to use rigidbody2d.AddForce with forcemode2d to propel the object

 public Rigidbody2D rig;
 public float jumpHeight;  // set in inspector to 5f

 public bool applyForce;

 // Update is called once per frame

 //checks for input if you are holding down on 'w'
 void Update ()
 {
     if (Input.GetKey("w"))
     {
         applyForce = true;
     }
     else
     {
         applyForce = false;
     }
 }

 private void FixedUpdate ()
 {
     Ignition();
 }

 // the function which calls on addforce
 public void Ignition ()
 {
     if (applyForce)
         rig.AddForce(new Vector2(0, jumpHeight), ForceMode2D.Force);
 }

i tried by calling "Ignition()" in Update and it worked fine, and i tried it in fixed Update and nothing happens, no errors or movement. i tried to run ForceMode2D.Impulse instead of ForceMode2D.Force in fixed update and that worked but i need to use it as a force not impulse anyone know how?

unrelated to the question but if you also know how to change a rigidbodies mass in the script that would help me. also if you know how to change gravities value in physics that would help. Thanks in advance!

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Answer by xxmariofer · Feb 11, 2021 at 02:22 PM

If you have a high end pc or your game uses little resources, you could be running the game at a really high frame rate, so at the end be applying much higher forces in Update than in fixedupdate, try increasing the forces value

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avatar image ShuaG · Feb 11, 2021 at 03:43 PM 0
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thank you! it worked!

avatar image Flaymes · Feb 11, 2021 at 04:22 PM 0
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Also just in case you don't know, Time.deltaTime makes values in update the same no matter what your frame rate is.

avatar image ShuaG Flaymes · Feb 11, 2021 at 04:51 PM 0
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thanks @Flaymes how would i implement that?

avatar image Llama_w_2Ls ShuaG · Feb 12, 2021 at 11:56 AM 0
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@ShuaG I think Flaymes meant to multiply your force by Time.deltaTime, so that it is consistent across all frame rates. You might have to increase your force a bit more as well. For example:

 rig.AddForce(new Vector2(0, jumpHeight) * Time.deltaTime, Force$$anonymous$$ode2D.Force);
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avatar image GDGames0302 · Feb 13, 2021 at 08:11 PM 0
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Hi. If you found the correct answer, please mark you question as Closed(from the edit button). Thank you.

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