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 /
  • Help Room /
avatar image
0
Question by sid4 · Oct 24, 2016 at 10:13 AM · jump

DONT STICK WHILE JUMPING. how to make player NOT STICK to colliding objects when jumping

how to make player not kind of STICK to colliding objects when jumping My player jumps and then kind of sticks for a couple seconds to sides of the balls, when I jump and on coming down or whenever , he sticks to the sides of objects before hitting ground, I do not want this , Please note , yes I am pressing the side keys to try to move player on objects at the time of the sticking , the reason is for example like super Mario brothers- at a jump you try to lean and reach to land on the other side so you keep pressing the button to reach while in air, but I don't wan this massive stickiness especially this long of a stickiness its not natural and lousy gameplay and clearly feels like bad gameplay, its nasty!

please help remove this stickiness , and tell me how to adjust it so I learn how to myself form now on. also ---im a newbie so please be specific and talk to me like im a newbie -

game is 2d c+ code

below are 2 separate scripts I have for players movements

 using System;
   using UnityEngine;
   using UnityStandardAssets.CrossPlatformInput;
   
 5. 5. namespace UnityStandardAssets._2D
   {
       [RequireComponent(typeof (PlatformerCharacter2D))]
       public class Platformer2DUserControl : MonoBehaviour
       {
 10. 10.         private PlatformerCharacter2D m_Character;
           private bool m_Jump;
   
   
           private void Awake()
 15. 15.         {
               m_Character = GetComponent<PlatformerCharacter2D>();
           }
   
   
 20. 20.         private void Update()
           {
               if (!m_Jump)
               {
                   // Read the jump input in Update so button presses aren't missed.
 25. 25.                 m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
               }
           }
   
   
 30. 30.         private void FixedUpdate()
           {
               // Read the inputs.
               bool crouch = Input.GetKey(KeyCode.LeftControl);
               float h = CrossPlatformInputManager.GetAxis("Horizontal");
 35. 35.             // Pass all parameters to the character control script.
               m_Character.Move(h, crouch, m_Jump);
               m_Jump = false;
           }
       }
 40. 40. }
   
  
  
  
 45. 45.
  
   using System;
   using UnityEngine;
   
 50. 50. namespace UnityStandardAssets._2D
   {
       public class PlatformerCharacter2D : MonoBehaviour
       {
           [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
 55. 55.         [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
           [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
           [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
           [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character
   
 60. 60.         private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
           const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
           private bool m_Grounded;            // Whether or not the player is grounded.
           private Transform m_CeilingCheck;   // A position marking where to check for ceilings
           const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
 65. 65.         private Animator m_Anim;            // Reference to the player's animator component.
           private Rigidbody2D m_Rigidbody2D;
           private bool m_FacingRight = true;  // For determining which way the player is currently facing.
   
           private void Awake()
 70. 70.         {
               // Setting up references.
               m_GroundCheck = transform.Find("GroundCheck");
               m_CeilingCheck = transform.Find("CeilingCheck");
               m_Anim = GetComponent<Animator>();
 75. 75.             m_Rigidbody2D = GetComponent<Rigidbody2D>();
           }
   
   
           private void FixedUpdate()
 80. 80.         {
               m_Grounded = false;
   
               // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
               // This can be done using layers instead but Sample Assets will not overwrite your project settings.
 85. 85.             Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
               for (int i = 0; i < colliders.Length; i++)
               {
                   if (colliders[i].gameObject != gameObject)
                       m_Grounded = true;
 90. 90.             }
               m_Anim.SetBool("Ground", m_Grounded);
   
               // Set the vertical animation
               m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
 95. 95.         }
   
   
           public void Move(float move, bool crouch, bool jump)
           {
 100. 100.             // If crouching, check to see if the character can stand up
               if (!crouch && m_Anim.GetBool("Crouch"))
               {
                   // If the character has a ceiling preventing them from standing up, keep them crouching
                   if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
 105. 105.                 {
                       crouch = true;
                   }
               }
   
 110. 110.             // Set whether or not the character is crouching in the animator
               m_Anim.SetBool("Crouch", crouch);
   
               //only control the player if grounded or airControl is turned on
               if (m_Grounded || m_AirControl)
 115. 115.             {
                   // Reduce the speed if crouching by the crouchSpeed multiplier
                   move = (crouch ? move*m_CrouchSpeed : move);
   
                   // The Speed animator parameter is set to the absolute value of the horizontal input.
 120. 120.                 m_Anim.SetFloat("Speed", Mathf.Abs(move));
   
                   // Move the character
                   m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
   
 125. 125.                 // If the input is moving the player right and the player is facing left...
                   if (move > 0 && !m_FacingRight)
                   {
                       // ... flip the player.
                       Flip();
 130. 130.                 }
                       // Otherwise if the input is moving the player left and the player is facing right...
                   else if (move < 0 && m_FacingRight)
                   {
                       // ... flip the player.
 135. 135.                     Flip();
                   }
               }
               // If the player should jump...
               if (m_Grounded && jump && m_Anim.GetBool("Ground"))
 140. 140.             {
                   // Add a vertical force to the player.
                   m_Grounded = false;
                   m_Anim.SetBool("Ground", false);
                   m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
 145. 145.             }
           }
   
   
           private void Flip()
 150. 150.         {
               // Switch the way the player is labelled as facing.
               m_FacingRight = !m_FacingRight;
   
               // Multiply the player's x local scale by -1.
 155. 155.             Vector3 theScale = transform.localScale;
               theScale.x *= -1;
               transform.localScale = theScale;
           }
       }
 160. 160. }
 

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

75 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

Related Questions

Make a rigidbody Jump (global up) 3 Answers

Multi-touch buttons 0 Answers

rigidBody.addforce doens't work like i want it to 1 Answer

This is frustrating 2 Answers

My jumping in my game is inconsistent 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