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Скачать или смотреть Resolving Rigidbody Speed Issues When Modifying Lists in Unity

  • vlogize
  • 2025-09-26
  • 0
Resolving Rigidbody Speed Issues When Modifying Lists in Unity
Rigidbody randomly speeds up when a list is modified (Unity)c#listunity game enginerigid bodies
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Описание к видео Resolving Rigidbody Speed Issues When Modifying Lists in Unity

Discover how to fix unexpected speed changes in Unity when dynamically modifying a target list during gameplay.
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This video is based on the question https://stackoverflow.com/q/63092129/ asked by the user 'TahaSener07' ( https://stackoverflow.com/u/12713019/ ) and on the answer https://stackoverflow.com/a/63098348/ provided by the user 'luvjungle' ( https://stackoverflow.com/u/10477634/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Rigidbody randomly speeds up when a list is modified (Unity)

Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
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Resolving Rigidbody Speed Issues When Modifying Lists in Unity

Creating video games in Unity can be both thrilling and challenging. One common issue developers encounter is unexpected behavior, especially when dealing with Rigidbody physics and dynamically changing lists. If you've ever faced a situation where your character's speed fluctuates mysteriously after altering a list, you're not alone. Let's delve into this problem and explore how to resolve it effectively.

The Problem: Speed Spikes with Rigidbody

In your game involving eggdogs, you've implemented an auto-aiming mechanic. When a player enters a defined range, they are added to a target list. However, you've noticed that during these list modifications, your eggdogs randomly speed up. This unexpected acceleration can disrupt gameplay and frustrate players, so it's essential to identify the root cause.

What Causes the Speed Change?

You're currently updating the Rigidbody velocity based solely on player input, but the issues arise primarily during the target list modifications. Despite believing the two may not be connected, the truth is that modifying lists while in the Update() method can lead to unintended consequences. This is especially true if Rigidbody and list management is not handled correctly.

The Solution: Utilize FixedUpdate() for Physics Operations

To correct the unpredictable speed changes, you need to follow a more organized approach to modifying the Rigidbody physics. Here are some recommended updates:

1. Move Logic to FixedUpdate()

The first step is to ensure that any modifications to the Rigidbody velocity are made within the FixedUpdate() method, which is the appropriate place for dealing with physics in Unity. The Update() method may lead to frame-rate dependent changes, which can introduce inconsistencies like the speed spikes you're observing.

Here’s how you can restructure your EggdogController class:

[[See Video to Reveal this Text or Code Snippet]]

2. Modify Velocity Using AddForce()

Instead of directly setting the Rigidbody velocity, consider using Rigidbody.AddForce(). This method applies a force over time, providing smoother physics interactions. Here's an example of how you can implement this:

[[See Video to Reveal this Text or Code Snippet]]

3. Precautions When Modifying Lists

When you modify the targetList, doing so within triggering conditions may lead to undesired results especially if actions synchronize with physics updates. Make sure to maintain clean and efficient list operations to avoid further complications.

4. Keep the Target Selection Process Efficient

Here’s a better way to select your current target. Rather than creating an array every time you wish to iterate through the targetList, you can directly access it:

[[See Video to Reveal this Text or Code Snippet]]

This modification not only reduces potential performance hiccups but also ensures your code is cleaner and easier to manage.

Conclusion

Managing Rigidbody physics in Unity requires a careful balance between input handling and physics updates. By moving your movement logic to FixedUpdate() and using Rigidbody.AddForce(), you can eliminate those pesky speed spikes that occur during list modifications. Keep your code organized, and your eggdog game will be smooth and engaging.

Remember, game development often requires patience and iteration, so don't hesitate to experiment with these suggestions until everything feels just right! Happy coding!

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