Comparing rb.velocity greater than new vector
A common question in Unity!
When you compare rb.velocity
(a Vector3
property) to a new Vector3
using the greater than operator (>
), you need to be aware of the following:
- Vector3 comparison: In Unity,
Vector3
is a struct, not a class. This means that when you compare twoVector3
values using the greater than operator, it will perform a component-wise comparison. In other words, it will compare each component (x, y, z) separately. - NaN (Not a Number): When you create a new
Vector3
with no values (e.g.,new Vector3()
), it will have a NaN value for all components. NaN is a special value that is not equal to any other value, including itself. This means that when you comparerb.velocity
to a newVector3
, the comparison will always returnfalse
, becauserb.velocity
is not NaN. - Infinity: When you create a new
Vector3
with infinite values (e.g.,new Vector3(float.MaxValue)
), it will have infinite values for all components. Infinity is a special value that is not equal to any other value, including itself. This means that when you comparerb.velocity
to a newVector3
with infinite values, the comparison will always returnfalse
, becauserb.velocity
is not infinite.
To compare rb.velocity
to a new Vector3
in a meaningful way, you need to consider the specific use case and the desired behavior. Here are a few examples:
- If you want to check if
rb.velocity
has a magnitude greater than a certain value, you can use themagnitude
property:rb.velocity.magnitude > new Vector3(magnitudeThreshold).magnitude
. - If you want to check if
rb.velocity
has a specific direction (e.g., moving up), you can use thenormalized
property:rb.velocity.normalized == new Vector3(0, 1, 0)
. - If you want to check if
rb.velocity
has a certain component greater than a certain value, you can access the component directly:rb.velocity.x > new Vector3(componentThreshold).x
.
Remember to consider the units and scales of your game when comparing rb.velocity
to a new Vector3
.