RigidBody2D not moving properly


I’ve seen some Unity tutorials and I’m trying to apply good practices to modularize the code. However, I’m running into some issues while trying to use rigidBody2d.MovePosition().

I have two classes: Player (which defines rules and performs calculations) and PlayerController (uses computed data from Player to interact with Unity itself).


using UnityEngine;  public class Player {     public Vector2 MoveTowards(Vector2 currentPosition, Vector2 direction)     {         return currentPosition + direction * 2f;     } }  


using UnityEngine;  [RequireComponent(typeof(Rigidbody2D))] [RequireComponent(typeof(Animator))] public class PlayerController : MonoBehaviour {      public Player player;      Rigidbody2D rb2d;     Vector2 movementDirection = Vector2.zero;      void Awake()     {         player = new Player();         rb2d = GetComponent<Rigidbody2D>();     }      void Update()     {         movementDirection = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));     }      void FixedUpdate()     {         rb2d.MovePosition(player.MoveTowards(rb2d.position, movementDirection) * Time.fixedDeltaTime);     } }  

What happens visually is the player’s sprite moves (just a tiny bit) towards the given direction and goes back to (x: 0, y: 0) as soon as I release the movement key.

Player on Inspector:
Player on Inspector

What I tested

Inside FixedUpdate, it does not work when I use:

rb2d.MovePosition(player.MoveTowards(rb2d.position, movementDirection) * Time.fixedDeltaTime); 

Inside FixedUpdate, it does not work when I use:

Vector2 controllerNewPosition = rb2d.position + movementDirection * 2f; rb2d.MovePosition(controllerNewPosition * Time.fixedDeltaTime); 

Inside FixedUpdate, it works when I use:

rb2d.MovePosition(rb2d.position + movementDirection * 2f * Time.fixedDeltaTime); 


Maybe that is being caused by the operator + and not creating a new Vector2, instead mutating rb2d.position? While I’m not new to programming, I have no experience with C#, so I don’t know the specifics of the syntax yet.

How could I use player.MoveTowards in this case?


Feeling dumb. Right after publishing the question I realized the glaring mathematical priority issue. I’ve been debugging this for hours. I guess it happens to everyone.