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Question by NKaiya · Sep 21, 2017 at 09:53 PM · c#updateloop

How to obtain a variable in update that doesn't behave like a loop? C#

I'm attempting to listen for the status of the Character Controller to gather the Y coordinate of the start of the fall with fallD1, and the end of the fall with fallD2. With this current code, the if behaves like a loop statement because of the FixedUpdate().

         void FixedUpdate(){
             if (!controller.isGrounded){
                 playerTransform = player.transform;
                 Vector3 playerPos = playerTransform.position;
                 fallD1 = postition(playerPos); //position() pulls the Y coordinate from playerPos
             }    
             else {
                 playerTransform = player.transform;
                 Vector3 playerPos = playerTransform.position;
                 fallD2 = postition(playerPos); //position() pulls the Y coordinate from playerPos
                 intFallDistance = fallD1 - fallD2;
                 Debug.Log(intFallDistance);
             }
         }

They will continue to follow the exact coordinates until the current status is false. Does anyone have any suggestions on how to go about this more efficiently? EDIT: I've thought of creating a loop that starts when the player is no longer grounded and execute the rest of the else statement upon exit, but I'm not sure how to go about creating such a loop

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Answer by jasonlu00 · Sep 21, 2017 at 11:31 PM

You can do event-based check instead of polling. https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html

 void Start(){
   fallD1 = 0; //assume your character starts at y=0
   fallD2 = fallD1;
 }
 
 void OnControllerColliderHit(ControllerColliderHit hit) {
   if(controller.isGrounded){
     fallD2 = controller.transform.position.y;
     intFallDistance = fallD1 - fallD2;
     Debug.Log(intFallDistance);
     fallD1 = fallD2; //set D1 to new y
   }
 }





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avatar image NKaiya · Sep 22, 2017 at 02:17 AM 1
Share

While your code didn't quite meet my needs, I was able to extrapolate off of it to find the true solution. Thank you very much! $$anonymous$$y finished version:

     void OnCollisionExit()
     {
         exit = controller.transform.position.y;
     }
 
     void OnCollisionEnter()
     {
             enter = controller.transform.position.y;
             fallDistance = exit - enter;
     }

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