DONT STICK WHILE JUMPING. how to make player NOT STICK to colliding objects when jumping
how to make player not kind of STICK to colliding objects when jumping My player jumps and then kind of sticks for a couple seconds to sides of the balls, when I jump and on coming down or whenever , he sticks to the sides of objects before hitting ground, I do not want this , Please note , yes I am pressing the side keys to try to move player on objects at the time of the sticking , the reason is for example like super Mario brothers- at a jump you try to lean and reach to land on the other side so you keep pressing the button to reach while in air, but I don't wan this massive stickiness especially this long of a stickiness its not natural and lousy gameplay and clearly feels like bad gameplay, its nasty!
please help remove this stickiness , and tell me how to adjust it so I learn how to myself form now on. also ---im a newbie so please be specific and talk to me like im a newbie -
game is 2d c+ code
below are 2 separate scripts I have for players movements
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
5. 5. namespace UnityStandardAssets._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
10. 10. private PlatformerCharacter2D m_Character;
private bool m_Jump;
private void Awake()
15. 15. {
m_Character = GetComponent<PlatformerCharacter2D>();
}
20. 20. private void Update()
{
if (!m_Jump)
{
// Read the jump input in Update so button presses aren't missed.
25. 25. m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
30. 30. private void FixedUpdate()
{
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
float h = CrossPlatformInputManager.GetAxis("Horizontal");
35. 35. // Pass all parameters to the character control script.
m_Character.Move(h, crouch, m_Jump);
m_Jump = false;
}
}
40. 40. }
45. 45.
using System;
using UnityEngine;
50. 50. namespace UnityStandardAssets._2D
{
public class PlatformerCharacter2D : MonoBehaviour
{
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
55. 55. [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
60. 60. private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
private Transform m_CeilingCheck; // A position marking where to check for ceilings
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
65. 65. private Animator m_Anim; // Reference to the player's animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private void Awake()
70. 70. {
// Setting up references.
m_GroundCheck = transform.Find("GroundCheck");
m_CeilingCheck = transform.Find("CeilingCheck");
m_Anim = GetComponent<Animator>();
75. 75. m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
80. 80. {
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
85. 85. Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
m_Grounded = true;
90. 90. }
m_Anim.SetBool("Ground", m_Grounded);
// Set the vertical animation
m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
95. 95. }
public void Move(float move, bool crouch, bool jump)
{
100. 100. // If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
105. 105. {
crouch = true;
}
}
110. 110. // Set whether or not the character is crouching in the animator
m_Anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
115. 115. {
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*m_CrouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
120. 120. m_Anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
125. 125. // If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
130. 130. }
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
135. 135. Flip();
}
}
// If the player should jump...
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
140. 140. {
// Add a vertical force to the player.
m_Grounded = false;
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
145. 145. }
}
private void Flip()
150. 150. {
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
155. 155. Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
160. 160. }
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