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Question by blazing · Mar 29, 2015 at 08:46 AM · c#unity 5rigidbodydrag

Problem with jumping in fps game

I am making a fps game. Problem is that if the player jumps and and movement force is applied towards another game object then the player will remain in air till the force is removed from that direction. Also player falls slowly and is not giving realistic feeling of jump. My code is

 void Move(float horizontal, float vertical)
     {
         Vector3 movement = new Vector3 (vertical, 0.0f, -horizontal);
         rigidBody.AddRelativeForce (movement * speed * Time.fixedDeltaTime);
 
         rigidBody.velocity = Vector3.ClampMagnitude (rigidBody.velocity, maxSpeed);
 
     }
 
     void Jump()
     {
         if(Input.GetKeyDown("space"))
         {
             rigidBody.AddRelativeForce(Vector3.up * jumpSpeed * Time.fixedDeltaTime);
         }
     }
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Answer by siaran · Mar 29, 2015 at 10:51 AM

Looks like you need some kind of check that your player is grounded before you jump.

Also you set your rigidbody's velocity to something that's clamped to maxSpeed, but you do not want that when falling - I can fall much faster than I can run. Also keep in mind that when you are falling, you should be accelerating.

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avatar image blazing · Mar 29, 2015 at 04:44 PM 0
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I implemented the acceleration downward like this

 if (rigidBody.velocity.y < 0 && !IsGrounded())
         {
             rigidBody.AddForce (Vector3.down * fallSpeed * Time.fixedDeltaTime);
         }

It looks somewhats ok when player is standing but creates same problem when moving into another object like wall. Also it isn't quite good when player is moving, it get back to surface very quickly.

And I couldn't find a way around the Clamp$$anonymous$$agnitude. I tried clamping a and z directions of velocity but it behaves awkwardly

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