Hi all! I ve been trying the new 2D features of unity.Im just trying to make a quick demo of a platformer level.I added rigidbody2D to the player character added a box collider to it and use the following script to move the player horizontally. Code (csharp): #pragma strict private var v:int; private var h:int; var force:float; public var facingRight:boolean; function Start () { facingRight=true; } function Update () { /*if(Input.GetButtonDown("Jump")) { //anim.GetComponent(Transform); Debug.Log(anim); anim.SetBool("strike",true); } if(Input.GetButtonUp("Jump")) { anim.SetBool("strike",false); }*/ //rigidbody2D.AddForce(force);' //if() { //} } function FixedUpdate() { h = Input.GetAxis("Horizontal"); v = Input.GetAxis("Vertical"); //rigidbody2D.transform.position.x+=0.1 * h; rigidbody2D.AddForce(Vector2.right * force*h); //rigidbody2D.AddForce(Vector2.up * 0); if(h > 0 !facingRight) Flip(); else if(h < 0 facingRight) Flip(); //rigidbody2D.transform.position.y=-0.5f* v; } function Flip () { // Switch the way the player is labelled as facing. facingRight = !facingRight; var theScale:Vector3; // Multiply the player's x local scale by -1. theScale = transform.localScale; theScale.x *= -1; transform.localScale = theScale; } the player moves fine but at places,the player stops as if he hit a wall and dont move further.but actually there is no physics component present there except a smooth ground where he walks. FYI I kept the gravity scale to 9.8. also I noticed that in the 2D tutorial given in unity(the potato guy one),the gravity is set to 1 and the game works fine.but if i set the gravity to 1 in my game the guy floats as if he's in space. this problem is buggin me for weeks.I tried all the methods i can possibly imagine but this is over my head.