Throwing the chip and then running after it results in a very odd situation in which you outrun the chip.
Adding force to the chip does not solve the issue, as it makes it way faster than it should be.
Possible solutions include:
Making the force with which you throw the chip proportional to your own velocity (when you move faster, you throw the chip with more force, and viceversa).
Adding a small delay between your throw and the chip spawning and travelling. This could be an animation, where you move your "arm" to reach the chip and then throw it, with a small delay afterwards, killing all your momentum in the process. I don't know how animations work in Unity, but if we want to specifically add a delay, I have been referred to this: https://unity3d.com/es/learn/tutorials/topics/scripting/coroutines
Post your ideas here.
I have checked Super Mario Maker on 3DS to see how it handles this, and throwing objects kills part your momentum (with a small and subtle animation). This makes sense in Mario, because Mario feels very "heavy", and has lots of momentum. Our Super Meat Boy knockoff... not so much.
Both of these solutions are not mutually exclusive.
Throwing the chip and then running after it results in a very odd situation in which you outrun the chip.
Adding force to the chip does not solve the issue, as it makes it way faster than it should be.
Possible solutions include:
Making the force with which you throw the chip proportional to your own velocity (when you move faster, you throw the chip with more force, and viceversa).
Adding a small delay between your throw and the chip spawning and travelling. This could be an animation, where you move your "arm" to reach the chip and then throw it, with a small delay afterwards, killing all your momentum in the process. I don't know how animations work in Unity, but if we want to specifically add a delay, I have been referred to this: https://unity3d.com/es/learn/tutorials/topics/scripting/coroutines
Post your ideas here.
I have checked Super Mario Maker on 3DS to see how it handles this, and throwing objects kills part your momentum (with a small and subtle animation). This makes sense in Mario, because Mario feels very "heavy", and has lots of momentum. Our Super Meat Boy knockoff... not so much.
Both of these solutions are not mutually exclusive.