# Player velocity problem //Passing through collisions

**URL:** <https://phaser.discourse.group/t/player-velocity-problem-passing-through-collisions/9590>\
**Category:** Phaser 3\
**Created:** [May 14, 2021, 12:15pm UTC](https://phaser.discourse.group/t/player-velocity-problem-passing-through-collisions/9590 "2021-05-14T12:15:52Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Kpatain](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/kpatain/32/5045_2.png) [@Kpatain](https://phaser.discourse.group/u/Kpatain)\
**Post date:** [May 14, 2021, 12:15pm UTC](https://phaser.discourse.group/t/player-velocity-problem-passing-through-collisions/9590/1 "2021-05-14T12:15:53Z")

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So, Basically, in my game, when we use the gamepad the player moves more or less normally. But with the debug on, we can see that the green acceleration line is not necessarily consistent with my player’s movements. Which, when there is not a lot of fps, the player go through my map. I don’t know the where is the problem … It’s a school project, HELP 😕

I let u this :

> **[Kpatain/TiledPlatformer](https://github.com/Kpatain/TiledPlatformer)**
>
> Contribute to Kpatain/TiledPlatformer development by creating an account on GitHub.

the problem is maybe in “move()” in player 3 (this is the player used)

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**Author:** ![Kpatain](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/kpatain/32/5045_2.png) [@Kpatain](https://phaser.discourse.group/u/Kpatain)\
**Post date:** [May 14, 2021, 12:32pm UTC](https://phaser.discourse.group/t/player-velocity-problem-passing-through-collisions/9590/2 "2021-05-14T12:32:27Z")

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check the console btw… The number is the velocity that I add when you use the gamepad. So you can see the problem, 2000 for juste a little jump…
