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Question by blakewmcleod · Mar 12 at 03:03 AM · movementforcerpgrigidbody.velocityrockets

Rocket jumping - rigid / transform problem

I Have an issue related to the player after getting hit by the rocket and being blasted into the air, when he moves since he uses transform.pos to move and the rocket uses addforce when the player lets go of A or D they do not continue the direction they were going, instead they try to use were the old rockets force leads them to go, this isn't desirable

https://youtu.be/9fsIBrNnk9c

I did not press A at any point in the video

it was the old rocket jump velocity

Note this issue is a bit wordy to read so I'm going to post a video on what the heck I'm talking about also sorry for the bad everything this was made in less than a week and I barley know unity & the var names are not correctly "cased?"

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BombTest : MonoBehaviour
 {
     public GameObject Explosion;
     public float ExpForce;
     public float radius;
     [SerializeField] LayerMask HitPlayerLayer;
 
      void OnCollisionEnter2D(Collision2D other)
     {
         Explode();
         GameObject Bombins = Instantiate(Explosion, transform.position, transform.rotation);
         Destroy(Bombins, 12f);
         
 
     }
 
     void Explode() {
         Collider2D[] objects = Physics2D.OverlapCircleAll(transform.position, radius, HitPlayerLayer);
         foreach (Collider2D obj in objects) {
 
             Vector2 Direction = obj.transform.position - transform.position;
             obj.GetComponent<Rigidbody2D>().AddForce(Direction * ExpForce);
             //same thing as above ^ just not addforce - there Could?? be a diffrence 
             //obj.GetComponent<Rigidbody2D>().transform.position = obj.GetComponent<Rigidbody2D>().position + (Direction * ExpForce);
 
         }
         
     }


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