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This question was closed Feb 11, 2021 at 03:38 PM by Dark_Games_Studios for the following reason:

The question is answered, right answer was accepted

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Question by Dark_Games_Studios · Feb 07, 2021 at 07:00 PM · collisionplayermoving

Object move without an input

Hello I'm working on a game My problem is that my player moves without any influences and the script cannot be because it moves without the script.

Could it be that the mesh collider is causing it? How can i fix it? (I'm sorry if someone posted it before, but I can't find it)

unbenannt.png (102.1 kB)
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avatar image Megaboy238 · Feb 08, 2021 at 08:40 PM 0
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What is in your Jump.cs script it might be trying to jump causing it to slide

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Answer by Dark_Games_Studios · Feb 08, 2021 at 07:28 PM

That does not work either I noticed that it only occurs when I have a mesh colider. And when i turn kinematik on it doesn´t it but i gos through walls. I noticed that when I increase the mass a little the error occurs when I move the object but it moves through the walls. But thanks Here is the code i use

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Movement_night : MonoBehaviour
 {
     public float speed = 5;
     public float speed1 = 10;
     Vector2 velocity;
     void FixedUpdate()
     {
     
         if (Input.anyKey)
         {
             velocity.y = Input.GetAxis("Vertical2") * speed * Time.deltaTime;
             velocity.x = Input.GetAxis("Horizontal1") * speed * Time.deltaTime;
             transform.Translate(velocity.x, 0, velocity.y);
 
         }
         
 
     }
      void Update()
     {
         if(Input.GetKey(KeyCode.LeftShift))
         {
             velocity.y = Input.GetAxis("Vertical2") * speed1 * Time.deltaTime;
             velocity.x = Input.GetAxis("Horizontal1") * speed1 * Time.deltaTime;
             transform.Translate(velocity.x, 0, velocity.y);
         }
     }
 }

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avatar image Dark_Games_Studios · Feb 11, 2021 at 03:38 PM 0
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It work i did if press any key (kinematic false;) else kinemetik true;

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