Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 RomanTM · Feb 09, 2018 at 04:11 AM · c#3dvariablesjumpingground detection

Ground detection (3D)

So my isGrounded check works but I want to make the groundDis variable change in relation to the ground. For example, if the ground you are standing on is 45 on the Y axis and the character is that high you can jump, but say you go up a hill and it is 57 on Y axis but you can't jump, but I want it to be able to detect the hight of the terrain and change the groundDis variable in real time in relation to the terrain height. Wow this sounded waaaayyyy better in my head.

My script: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class PlayerMovement : MonoBehaviour {
 
 public float GroundDis = 1f;
 public float walkSpeed;
 public float sprintSpeed;
 public Rigidbody rb;
 public float jHeight;
 
 
     void Start () {
         
         walkSpeed = 4f;
         sprintSpeed = 10f;
          rb = GetComponent<Rigidbody>();
         
     }
     
 
     void Update () {
         
         //Walking
         transform.Translate (walkSpeed*Input.GetAxis("Horizontal")*Time.deltaTime,0f,walkSpeed*Input.GetAxis("Vertical")*Time.deltaTime);
     
         //Sprinting
         
         if (Input.GetKey(KeyCode.LeftShift))
             
         {
             walkSpeed = sprintSpeed;
         }
         else
         
         {
             walkSpeed = walkSpeed;
         }
         if (Input.GetKeyUp(KeyCode.LeftShift))
         {
             walkSpeed = 4f;
         }
         
     
         
     }
     
     void FixedUpdate()
     {
         
         
         
         //jumping
         if (Input.GetKeyDown(KeyCode.Space)&&isGrounded())
         {
             
             Vector3 jumpVelocity = new Vector3 (0,jHeight,0);
             rb.velocity = rb.velocity + jumpVelocity;
             
         }
     }
     
     bool isGrounded()
     
     {
         return Physics.Raycast(transform.position,Vector3.down,GroundDis);
         
     }
 }
 
Comment
Add comment · Show 3
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 Harinezumi · Feb 09, 2018 at 11:35 AM 0
Share

Could you rephrase the question? I would like to help, but I don't understand what you are asking.

avatar image MUG806 · Feb 09, 2018 at 01:46 PM 0
Share

Looking at your code, groundDis is the range your ground check uses too find the ground with the ray cast. As the ray cast originates from the player object, it wouldn't make sense to change it based on the trerrain height, as I'm guessing you always want to have the same allowed distance from the ground. I might be misunderstanding what you are trying to do though as your question isn't very clear.

avatar image Entevily MUG806 · Feb 09, 2018 at 02:31 PM 0
Share

I agree with $$anonymous$$UG806. If you changed the groundDis based on the Y value of the object or even the raycast hit point, then you would be grounded while being way up in the air, or not grounded while right on the ground, depending on how your wrote the code.

If you could rephrase the question I think we could help.

Are you trying to simply make it where a player cannot jump if they are above a certain height? Or if the ground below them is a certain slope?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Zodiarc · Feb 09, 2018 at 02:43 PM

Three ways basically:

https://docs.unity3d.com/ScriptReference/TerrainData.GetHeight.html or https://docs.unity3d.com/ScriptReference/Terrain.SampleHeight.html or you make a raycast downwards everytime the player attempts to jump.

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

448 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 better movement code C# 3 Answers

Multiple Cars not working 1 Answer

How to move while jumping? 1 Answer

Distribute terrain in zones 3 Answers

Better 2D Sprite Jump in 3D Plane 1 Answer


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