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Question by Macdude2 · Oct 30, 2010 at 06:29 PM · physicsjumpwallsslide

Slide Down Walls

Alright, so I have just got into unity so I have been copy and pasting code and then looking over it thoroughly to see what makes it work. This code is mainly from the unity wiki. I am trying to make my character have a different gravity or increased friction on certain game objects like walls. I have tried many things, but none of them work, do you guys have any suggestions? The part I am writing is at the very bottom. I can get it to print "COOL" and jump, but it will not slow velocity.

// Does this script currently respond to Input? var canControl = true;

// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints. var spawnPoint : Transform;

class PlatformerControllerMovement { // The speed when walking var walkSpeed = 3.0; // when pressing "Fire1" button (control) we start running var runSpeed = 10.0;

 var inAirControlAcceleration = 1.0;

 // The gravity for the character
 var gravity = 60.0;
 var maxFallSpeed = 20.0;

 // How fast does the character change speeds?  Higher is faster.
 var speedSmoothing = 5.0;

 // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
 var rotationSmoothing = 10.0;

 // The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var direction = Vector3.zero;

 // The current vertical speed
 @System.NonSerialized
 var verticalSpeed = 0.0;

 // The current movement speed.  This gets smoothed by speedSmoothing.
 @System.NonSerialized
 var speed = 0.0;

 // Is the user pressing the left or right movement keys?
 @System.NonSerialized
 var isMoving = false;

 // The last collision flags returned from controller.Move
 @System.NonSerialized
 var collisionFlags : CollisionFlags; 

 // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
 @System.NonSerialized
 var velocity : Vector3;

 // This keeps track of our current velocity while we're not grounded?
 @System.NonSerialized
 var inAirVelocity = Vector3.zero;

 // This will keep track of how long we have we been in the air (not grounded)
 @System.NonSerialized
 var hangTime = 0.0;

}

var movement : PlatformerControllerMovement;

// We will contain all the jumping related variables in one helper class for clarity. class PlatformerControllerJumping { // Can the character jump? var enabled = true;

 // How high do we jump when pressing jump and letting go immediately
 var height = 1.0;
 // We add extraHeight units (meters) on top when holding the button down longer while jumping
 var extraHeight = 4.1;

 var doubleJumpHeight = 2.1;

 // This prevents inordinarily too quick jumping
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var repeatTime = 0.05;

 @System.NonSerialized
 var timeout = 0.15;

 // Are we jumping? (Initiated with jump button and not grounded yet)
 @System.NonSerialized
 var jumping = false;

 // Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )
 @System.NonSerialized
 var doubleJumping = false;

 // Can we make a double jump ( we can't make two double jump or more at the same jump )
 @System.NonSerialized
 var canDoubleJump = false;

 @System.NonSerialized
 var reachedApex = false;

 // Last time the jump button was clicked down
 @System.NonSerialized
 var lastButtonTime = -10.0;

 // Last time we performed a jump
 @System.NonSerialized
 var lastTime = -1.0;

 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 @System.NonSerialized
 var lastStartHeight = 0.0;

}

var jump : PlatformerControllerJumping;

private var controller : CharacterController;

// Moving platform support. private var activePlatform : Transform; private var activeLocalPlatformPoint : Vector3; private var activeGlobalPlatformPoint : Vector3; private var lastPlatformVelocity : Vector3;

// This is used to keep track of special effects in UpdateEffects (); private var areEmittersOn = false;

function Awake () { movement.direction = transform.TransformDirection (Vector3.forward); controller = GetComponent (CharacterController); Spawn (); }

function Spawn () { // reset the character's speed movement.verticalSpeed = 0.0; movement.speed = 0.0;

 // reset the character's position to the spawnPoint
 transform.position = spawnPoint.position;

}

function OnDeath () { Spawn (); }

function UpdateSmoothedMovementDirection () {
var h = Input.GetAxisRaw ("Horizontal");

 if (!canControl)
     h = 0.0;

 movement.isMoving = Mathf.Abs (h) > 0.1;

 if (movement.isMoving)
     movement.direction = Vector3 (h, 0, 0);

 // Grounded controls
 if (controller.isGrounded) {
     // Smooth the speed based on the current target direction
     var curSmooth = movement.speedSmoothing * Time.deltaTime;

     // Choose target speed
     var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);

     // Pick speed modifier
     if (Input.GetButton ("Fire2") && canControl)
         targetSpeed *= movement.runSpeed;
     else
         targetSpeed *= movement.walkSpeed;

     movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);

     movement.hangTime = 0.0;
 }
 else {
     // In air controls
     movement.hangTime += Time.deltaTime;
     if (movement.isMoving)
         movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
 }

} private var myTransform : Transform; private var fallStartLevel : float; private var moveDirection = Vector3.zero;

     function Start  () {
             oldPos = transform.position;
                 myTransform = transform;

     }

function FixedUpdate () {

 // Make sure we are absolutely always in the 2D plane.

transform.position.z = 0;

  grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;

if (grounded) {

         if (falling) {
         falling = false;
      if (myTransform.position.y < (jump.lastStartHeight - fallingDamageThreshold))
            FallingDamageAlert (jump.lastStartHeight - myTransform.position.y);

} else { if (!falling) { falling = true; fallStartLevel = myTransform.position.y;

     }
     }

}

               }

function ApplyJumping () { // Prevent jumping too fast after each other if (jump.lastTime + jump.repeatTime > Time.time) return;

 if (controller.isGrounded) {
     // Jump
     // - Only when pressing the button down
     // - With a timeout so you can press the button slightly before landing  
     if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
         movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
         movement.inAirVelocity = lastPlatformVelocity;
         SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);

     }
 }

}

function ApplyGravity () { // Apply gravity var jumpButton = Input.GetButton ("Jump");

 if (!canControl)
     jumpButton = false;

 // When we reach the apex of the jump we send out a message
 if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
     jump.reachedApex = true;
             falling = true;

print ("jump"); fallStartLevel = myTransform.position.y ;

     SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
 }

 // if we are jumping and we press jump button, we do a double jump or
 // if we are falling, we can do a double jump to

 // if we can do a double jump, and we press the jump button, we do a double jump
 if ( jump.canDoubleJump && Input.GetButtonDown("Jump") && !IsTouchingCeiling () ){
     jump.doubleJumping=true;
     movement.verticalSpeed = CalculateJumpVerticalSpeed( jump.doubleJumpHeight );
     jump.canDoubleJump = false;

 }
 // * When jumping up we don't apply gravity for some time when the user is holding the jump button
 //   This gives more control over jump height by pressing the button longer
 var extraPowerJump =  jump.jumping && !jump.doubleJumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();

 if (extraPowerJump)
     return;
 else if (controller.isGrounded){
     movement.verticalSpeed = -movement.gravity * Time.deltaTime;
     jump.canDoubleJump = false;
 }
 else
     movement.verticalSpeed -= movement.gravity * Time.deltaTime;

 // Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
 movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);

}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 targetJumpHeight movement.gravity); }

function DidJump () { jump.jumping = true; jump.reachedApex = false; jump.lastTime = Time.time; jump.lastStartHeight = transform.position.y; jump.lastButtonTime = -10; }

function Update () { if (Input.GetButtonDown ("Jump") && canControl) { jump.lastButtonTime = Time.time; }

 UpdateSmoothedMovementDirection();

 // Apply gravity
 // - extra power jump modifies gravity
 ApplyGravity ();

 // Apply jumping logic
 ApplyJumping ();

 // Moving platform support
 if (activePlatform != null) {
     var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
     var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
     transform.position = transform.position + moveDistance;
     lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
 } else {
     lastPlatformVelocity = Vector3.zero;    
 }

 activePlatform = null;

 // Save lastPosition for velocity calculation.
 lastPosition = transform.position;

 // Calculate actual motion
 var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;

 // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
 currentMovementOffset *= Time.deltaTime;

 // Move our character!
 movement.collisionFlags = controller.Move (currentMovementOffset);

 // Calculate the velocity based on the current and previous position.  
 // This means our velocity will only be the amount the character actually moved as a result of collisions.
 movement.velocity = (transform.position - lastPosition) / Time.deltaTime;

 // Moving platforms support
 if (activePlatform != null) {
     activeGlobalPlatformPoint = transform.position;
     activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
 }

 // Set rotation to the move direction   
 if (movement.direction.sqrMagnitude > 0.01)
     transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);

 // We are in jump mode but just became grounded
 if (controller.isGrounded) {
     movement.inAirVelocity = Vector3.zero;
     if (jump.jumping) {
         jump.jumping = false;
         jump.doubleJumping = false;
         jump.canDoubleJump = false;
         SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);

         var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
         if (jumpMoveDirection.sqrMagnitude > 0.01)
             movement.direction = jumpMoveDirection.normalized;
     }
 }   

 // Update special effects like rocket pack particle effects

}

function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.moveDirection.y > 0.01) return;

 // Make sure we are really standing on a straight platform
 // Not on the underside of one and not falling down from it either!
 if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
     activePlatform = hit.collider.transform;    
 }

}

// Various helper functions below: function GetSpeed () { return movement.speed; }

function GetVelocity () { return movement.velocity; }

function IsMoving () { return movement.isMoving; }

function IsJumping () { return jump.jumping; }

function IsDoubleJumping () { return jump.doubleJumping; }

function canDoubleJump () { return jump.canDoubleJump; }

function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; }

function GetDirection () { return movement.direction; }

function GetHangTime() { return movement.hangTime; }

function Reset () { gameObject.tag = "Player"; }

function SetControllable (controllable : boolean) { canControl = controllable;

}

var prefabExplosion:Transform;

 function OnDamage()

{ // create an explosion Instantiate(prefabExplosion, transform.position, Quaternion.identity); // send off a message about our death, who knows where it will end up // (this is a good thing) new MessagePlayerDie(); // destroy ourselves Destroy(gameObject); }

// receive a MessagePlayerJump

 var wallMaxFallSpeed = 5.0;

var fallingDamageThreshold = 10.0; private var falling = false;

 function FallingDamageAlert (fallDistance : float) {
     print ("sup");
 print ("Ouch! Fell " + fallDistance + " units!"); 


}

 function OnTriggerEnter(other:Collider)

{ // if our trigger is touching an objec with tag "Player"

 if(other.gameObject.CompareTag("wall"))
 {    
     moveDirection.y *= wallMaxFallSpeed;
         print("COOL");
         if(Input.GetButton("Jump"))
         {

             jump.canDoubleJump = true;
             } 

} }

function OnTriggerExit(other:Collider) { // if our trigger is touching an objec with tag "Player"

 if(other.gameObject.CompareTag("wall"))
 {    
         print("COOL");
         if(Input.GetButton("Jump"))
         {
             jump.canDoubleJump = false;
             } 

} } // Require a character controller to be attached to the same game object @script RequireComponent (CharacterController)

Thanks for any advice.

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Answer by Loius · Oct 30, 2010 at 06:35 PM

What you want to do is, instead of moveDirection.y =, create a new variable called "inWallSlide" or some such, and set that to true there (and set it to false in triggerExit). Then, when you calculate moveDirection.y in your update, if ( inWallSlide ) { moveDirect.y = slowdown; } should set you up nicely. Obviously replace "slowdown" with whatever it is you want the character to be slowed by.

Another option is to also not apply gravity when inWallSlide - so, if ( inWallSlide ) {set speed to slow fall speed} else {apply gravity}.

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Answer by Macdude2 · Nov 07, 2010 at 11:28 PM

Hey, replaced the bottom part of the code with this and the player is not even affected by it. I also tried setting maxFallSpeed to one when touching the trigger, but that does not work either. I have no idea what to do.

Thanks for any help.

    @System.NonSerialized

var wallSlide = false;

    function OnTriggerEnter(other:Collider)

{ // if our trigger is touching an objec with tag "Player"

if(other.gameObject.CompareTag("bouncy")) { wallSlide = true; moveDirection.y *= 2000;

             print("COOL");
     if(Input.GetButton("Jump"))
     {

         jump.canDoubleJump = true;
         } 

} }

function OnTriggerExit(other:Collider) { // if our trigger is touching an objec with tag "Player"

if(other.gameObject.CompareTag("wall")) {

       wallSlide = false;
     print("COOL");
     if(Input.GetButton("Jump"))
     {
         jump.canDoubleJump = false;
         } 
         print("this");

} }

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