Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by H3core · Jun 27, 2013 at 03:03 PM · 2d

2D game movement/jump issue

Hi, im working on a 2d Platform game, moves and jumps fine, but if i jump and hit a wall for example and the movement key is still pressed, i.e. the object is colliding with the wall and key is still pressed, my object does (not) fall to the ground freely, it slowly drops down, unless i let go of that movement key...

I tried box, capsule colliders, as well as a character controller. And im not using force to move the player, just a simple transform translate function.

Any ideas why this is happening and how it can be fixed.

Thanx in advance cheers

Comment
Add comment · Show 7
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image robertbu · Jun 27, 2013 at 03:27 PM 0
Share

Can we see your movement code?

avatar image markpdolby · Jun 27, 2013 at 04:00 PM 0
Share

I believe what is happening is the overall direction of the object when the movement key is pressed down is now diagonal rather than straight down (if that makes sense).

avatar image H3core · Jun 27, 2013 at 05:24 PM 0
Share
 function Update () {
 leftnright();
 }
 
 function leftnright () {
 
 
 if(Input.Get$$anonymous$$ey("left")){
         
             character.Translate (-speed * Time.deltaTime,0,0);
         }
     
 if(Input.Get$$anonymous$$ey("right")){
         
             character.Translate (speed * Time.deltaTime,0,0)
 
 
 }
 }
avatar image AntiLunchBox · Jun 27, 2013 at 05:29 PM 0
Share

Are you using any physics materials

avatar image H3core · Jun 27, 2013 at 05:34 PM 0
Share

no none neither on the character or the floor/walls

Show more comments

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by inglipX · Jun 27, 2013 at 10:26 PM

Try using a rigidbody as your player.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by robertbu · Jun 28, 2013 at 01:27 AM

My guess is that you are driving your character against a surface and the physics engine is preventing it from falling at full speed. Note you may want to consider using AddForce() or Rigidbody.velocity rather than Transform.Translate() to move your character if your character has a Rigidbody.

One potential solution to your problem would be to disable keys when you are in a collision. I don't know if that will work given your game play. I would create a boolean and set it true in OnCollisionStay(). After checking it in Update(), I'd set it to false. I'd do it this way rather than use OnCollisionEnter()/OnCollisionExit() since I've seen posts were OnCollisionExit() is not always called for every OnCollisionEnter().

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

A node in a childnode? 1 Answer

How to add event to an object 1 Answer

Disabling the Z axis? 1 Answer

2D Game Movement script(W,A,S,D input only)? 1 Answer

2D Multi-Wheel Collider/wheel, detecting Wheel Hits 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges