Unity, How to make the friction work with movement

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I have a 3d world with a simpel plattform with a cube representing the player. When I rotate the plattform the cube glides and perform as you expect when increase and decrease the friction in the physics material.

I want the cube to glide after the input for example forward is terminated. It does not. I tried to update the position with rigidbody.position and update it. I quickly understood that it would not work with the physics engine.

Now i have the following code. It does not work as expected anyway. I would like to have some pointers to solve this.

public class Player1 : MonoBehaviour
{
 private float speed = 10f;
 private Vector3 direction;
 private Vector3 velocity;
 private float vertical;
 private float horizontal;


 Rigidbody playerRigidBody;

 // Start is called before the first frame update
 void Start()
 {
    playerRigidBody = GetComponent<Rigidbody>();
 }

 // Update is called once per frame
 void Update()
 {
    vertical = Input.GetAxisRaw("Vertical");
    horizontal = Input.GetAxisRaw("Horizontal");
    direction = new Vector3(horizontal, 0, vertical);  
 }

 private void FixedUpdate()
 {
    velocity = direction.normalized * speed * Time.fixedDeltaTime;
    playerRigidBody.MovePosition(transform.position + velocity);
 }
} 
1 Answers

Use playerRigidBody.AddForce(Vector3 direction, ForceMode forceMode) to move your player.

If you don't want your player to move at a demential speed use playerRigidBody.velocity = Vector3.Clamp(Vector3 vec3, float minValue, float maxValue);

Then play with different variables to get the result you want !

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