Question by
dustern · Aug 09, 2016 at 09:58 AM ·
androidcharactercontrollerjumpbutton trigger eventsphone
Help finishing code of a Jump button for touch devices/phones (public void Jump() works but doesn't make the character jump, not your typical how do I make my character jump in android question please give my code a look)
I've tried a bunch of different combinations and variations in my code but whatever I do my character doesn't jump whenever the Jump button is pressed, however jumping does work perfectly if the space bar is pressed, check Update(). The jump button has a typical on click function linked to public void Jump() from the following script (skip to the bottom of the code to see Jump() or check the end of Update() to see everything related to the jumping): using UnityEngine; using System.Collections; using System;
public class controller : MonoBehaviour
{
public CharacterController MyController;
Matrix4x4 calibrationMatrix;
public float speed = 3f;
public float gravitystrength = 5f;
public float JumpSpeed = 10f;
public Transform CameraTransform;
bool canjump = true;
float verticalvelocity;
public void calibrateAccelerometer()
{
Vector3 wantedDeadZone = Input.acceleration;
Quaternion rotateQuaternion = Quaternion.FromToRotation(new Vector3(0f, 0f, -1f), wantedDeadZone);
Debug.Log(rotateQuaternion);
Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, rotateQuaternion, new Vector3(1f, 1f, 1f));
this.calibrationMatrix = matrix.inverse;
}
Vector3 getAccelerometer(Vector3 accelerator)
{
Vector3 accel = this.calibrationMatrix.MultiplyVector(accelerator);
return accel;
}
public void Update()
{
transform.Translate(getAccelerometer(Input.acceleration).x * speed * Time.deltaTime, 0, getAccelerometer(Input.acceleration).y * speed * Time.deltaTime);
Vector3 myvector = new Vector3(0, 0, 0);
myvector.x = Input.GetAxis("Horizontal");
myvector.z = Input.GetAxis("Vertical");
myvector = Vector3.ClampMagnitude(myvector, 1f);
myvector = myvector * speed * Time.deltaTime;
myvector = CameraTransform.rotation * myvector;
float verticalvelocity = MyController.velocity.y - gravitystrength * Time.deltaTime;
myvector = Vector3.ClampMagnitude(myvector, 1f);
myvector = myvector * speed * Time.deltaTime;
Quaternion inputrotation = Quaternion.LookRotation(Vector3.ProjectOnPlane(CameraTransform.forward, Vector3.up), Vector3.up);
myvector = inputrotation * myvector;
verticalvelocity = verticalvelocity - gravitystrength * Time.deltaTime;
if (Input.GetButtonDown("Jump"))
{
if (canjump)
verticalvelocity += JumpSpeed;
}
myvector.y = verticalvelocity * Time.deltaTime;
CollisionFlags flags = MyController.Move(myvector);
if ((flags & CollisionFlags.Below) != 0)
{
canjump = true;
verticalvelocity = -3f;
}
else
canjump = false;
}
public void Jump()
{
if (canjump)
{
verticalvelocity += JumpSpeed;
canjump = true;
}
}
}
I'm extremely new to coding and I don't know if what I'm trying to do will work at all. I'd really appreciate any answers at all. Thank you for your time in advance.
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