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This question was closed Mar 27, 2018 at 10:34 AM by Webslchan for the following reason:

The question is answered, right answer was accepted

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Question by Webslchan · Mar 27, 2018 at 08:16 AM · c#movepositioniskinematic

Objects interfering with eachother?

Hello everybody.

I'm somewhat new to Unity and got a problem with controlling my player character. My player character is two sides of a ball, left and right. They should be able to move independently from each other while jumping, but "rolling" should be together. "Rolling" is no problem, but the jumping is. I wanted to avoid using physics, therfore my gameobjects both got a rigidbody attached, gravity = false, is kinematic = true.

Now I wanted to control them with one single script instead of two, one for each side of the ball. I got the following:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour {
 
     public GameObject left;
     public GameObject right;
 
     public bool jumpRightInProgress;
     public bool jumpLeftInProgress;
 
     private float jumpSpeed = 0.45f;
     private float yVelocity;
     private float moveSpeedMultiplier = 8;
 
     private bool doJumpRight = false;
     private bool doJumpLeft = false;
 
     void Start () {
         jumpLeftInProgress = false;
         jumpRightInProgress = false;
     }
     
     void FixedUpdate () {
         float moveVertical = Input.GetAxis("Vertical");
 
         if (Input.GetKey(KeyCode.D) && right.transform.position.y == 1.0f && !jumpRightInProgress) {
             jumpRightInProgress = true;
             doJumpRight = true;
         }
 
         if (jumpRightInProgress) {
             JumpRight(moveVertical);
         }
 
         if (Input.GetKey(KeyCode.A) && left.transform.position.y == 1.0f && !jumpLeftInProgress) {
             jumpLeftInProgress = true;
             doJumpLeft = true;
         }
 
         if (jumpLeftInProgress) {
             JumpLeft(moveVertical);
         }
     }
 
     private void JumpRight(float moveVertical) {
         if (jumpRightInProgress) {
             yVelocity = yVelocity - Time.deltaTime;
             float finalVelocity = yVelocity;
 
             if (doJumpRight) {
                 right.GetComponent<Rigidbody>().MovePosition(new Vector3(right.transform.position.x, right.transform.position.y + finalVelocity, right.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime)));
             }
 
             if (right.transform.position.y < 1.0f) {
                 doJumpRight = false;
                 jumpRightInProgress = false;
                 right.transform.position = new Vector3(right.transform.position.x, 1.0f, right.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime));
                 yVelocity = jumpSpeed;
             }
         }
     }
 
     private void JumpLeft(float moveVertical) {
         if (jumpLeftInProgress) {
             yVelocity = yVelocity - Time.deltaTime;
             float finalVelocity = yVelocity;
 
             if (doJumpLeft) {
                 left.GetComponent<Rigidbody>().MovePosition(new Vector3(left.transform.position.x, left.transform.position.y + finalVelocity, left.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime)));
             }
 
             if (left.transform.position.y < 1.0f) {
                 doJumpLeft = false;
                 jumpLeftInProgress = false;
                 left.transform.position = new Vector3(left.transform.position.x, 1.0f, left.transform.position.z + (moveVertical * moveSpeedMultiplier * Time.deltaTime));
                 yVelocity = jumpSpeed;
             }
         }
     }
 }

In short:

When the object is grounded (y == 1.0f) and no jump is in progress, then call Jump (e.g. right) every fixed update.

In the jump function we're calculating a velocity. 0.45f minus Time.deltaTime and add this to the objects y-axis. The velocity will become smaller by time, so the object well go up until some point and come back down. If the y-axis is below 1.0f, all the bools get deactivated and the object is getting re-setted to y = 1.0f.

This works pretty well for each of the objects (right and left). But when I hit both jump keys simultaneously (A +D at nearly the same time) both of the objects jump only like half the distance, as they do when just one is jumping.

But this isn't my onl y problem. When I jump first with the right object (hitting D) and whie is is airborne and hit A for the other object to jump, the first one (right) will jump again. Like it's ground is getting reset to the current y position. It's hard to describe in english, sorry.

I couldn't find a logical error in my code above. I made sure to deactivate all objects not needed for this script to run. I'm out of ideas. If anybody got an idea, I'd appreciate that.

Kind regards

Nico

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Best Answer

Answer by Webslchan · Mar 27, 2018 at 10:27 AM

Nevermind. I found the error myself. yVelociy was used in both jumping functions. Therefore they were manipulating this variable both, so everything went wonky. Thanks anyway.

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