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Question by harutoakiyama20 · Aug 15, 2020 at 07:35 AM · 3dplayercontroller

unity3d player controlls not working sometimes

Hello, I've been trying to make an endless runner game but after every 2~3 lane movement/jump/sliding the player object which has a character controller, I need to swipe it twice or thrice to make it work again. And the player object seems like animation glitch moving the y axis by itself whenever the sliding the command is called. I want the player to jump/slide/move lanes instantly or smoothly.

Here is the code

 private void FixedUpdate() {
     
     if (!isRunning)
         return;

     if ((Time.time - _speedIncreaseLastTick) > _speedIncreaseTime) {
         _speedIncreaseLastTick = Time.time;
         _speed += _speedIncreaseAmount;
     }

     if(InputManager.Instance.SwipeLeft)
     {
         _MoveLane(false);
     }
     if (InputManager.Instance.SwipeRight)
     {
         _MoveLane(true);
     }

     Vector3 targetPosition = transform.position.z * Vector3.forward;
     switch (_desiredLane)
     {
         case 0:
             targetPosition += Vector3.left * LaneDistance;
             break;  
         case 2:
             targetPosition += Vector3.right * LaneDistance;
             break;
     }

     Vector3 moveVector = Vector3.zero;
     moveVector.x = (targetPosition - transform.position).normalized.x * _speed;

     bool isGrounded = _IsGrounded();
     _anim.SetBool("Grounded", isGrounded);

     if (_IsGrounded()) // is grounded
     {
         _verticalVelocity = -0.1f;

         if (InputManager.Instance.SwipeUp) {
             _verticalVelocity = _jumpForce;
             _anim.SetTrigger ("Jump");
         } else if (InputManager.Instance.SwipeDown) {
             StartSliding ();

             Invoke(nameof(StopSliding), 1f);
         }
     }
     else
     {
         _verticalVelocity -= (_gravity * Time.deltaTime);

         if (InputManager.Instance.SwipeDown)
         {
             _verticalVelocity = -_jumpForce;
         }
     }

     moveVector.y = _verticalVelocity;
     moveVector.z = _speed;

     _controller.Move(moveVector * Time.deltaTime);

     Vector3 dir = _controller.velocity;
 
     if (dir != Vector3.zero)
     {
         dir.y = 0f;
         transform.forward = Vector3.Lerp(transform.forward, dir, TURN_SPEED);
     }

 }
 
 private void StartSliding()
 {
     _anim.SetBool(Sliding, true);
     _controller.height /= 2;
     var center = _controller.center;
     center = new Vector3(center.x, center.y / 2, center.z);
     _controller.center = center;
 }

 private void StopSliding()
 {
     _anim.SetBool(Sliding, false);
     _controller.height *= 2;
     var center = _controller.center;
     center = new Vector3(center.x, center.y * 2, center.z);
     _controller.center = center;
 }

 private void _MoveLane(bool goingRight)
 {
     _desiredLane += (goingRight) ? 1 : -1;
     _desiredLane = Mathf.Clamp(_desiredLane, 0, 2);
 }
 

 private bool _IsGrounded()
 {
     var bounds = _controller.bounds;
     var groundRay = new Ray(
         new Vector3(
             bounds.center.x,
             bounds.center.y - bounds.extents.y + 0.2f,
             bounds.center.z),
         Vector3.down);
     Debug.DrawRay(groundRay.origin, groundRay.direction, Color.cyan, 1f);

     return Physics.Raycast(groundRay, 0.3f);
 }
 
 public void StartRunning()
 {
     isRunning = true;
     _anim.SetTrigger(Running);
 }


is this the code related or a setting related problem?

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