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Question by EternalClickbait · May 11, 2019 at 08:19 PM · c#movementvector3charactercontroller

Need helping getting a character controller to jump

So far I have a character controller that enables me to move around, sprint and crouch (no animation) , but I am unable to get the controller to jump. I know 100% the character is getting the input to jump, and the movement vector is around ~40 on the Y axis, so the player should be moving. The problem is, nothing happens. The player can still move around, and fall of ledges, but nothing happens when I press space. Here is my code:

 using UnityEngine;
 
 public class KeyboardMovement : MonoBehaviour
 {
     private CharacterController controller;
     public float walkSpeed;
     public float sprintSpeed;
     public float crouchSpeed;
     public float jumpHeight;
     Vector3 up = Vector3.zero;
     Vector3 movement = Vector3.zero;
     Vector3 forward = Vector3.zero;
     Vector3 sideways = Vector3.zero;
     void Start()
     {
         controller = GetComponent<CharacterController>();
     }
 
 
     void Update()
     {
         float speed = walkSpeed;
         //If crouching, set speed to crouch speed. This ovverides sprinting
         if (SingletonSettings.GetKey(SingletonSettings.Keybindings.crouch))
             speed = crouchSpeed;
         //Else if sprinting, set speed to sprint speed
         else if (SingletonSettings.GetKey(SingletonSettings.Keybindings.sprint))
             speed = sprintSpeed;
 
         //Create vectors for movement
         forward = transform.TransformDirection(Vector3.forward) * Input.GetAxis("Vertical");
         sideways = transform.TransformDirection(Vector3.right) * Input.GetAxis("Horizontal");
         //up = SingletonSettings.GetKey(SingletonSettings.Keybindings.jump) && controller.isGrounded ? Vector3.up * jumpHeight : Vector3.zero;
         movement = (up * 100) + ((forward + sideways) * 10 * Time.deltaTime * speed);
 
         //Combine vectors and Multiply by DeltaTime to ensure smooth movement at different framerates.
         //Also multiply by 10*speed to ensure correct speed in different states
          if (controller.isGrounded && Input.GetKey(KeyCode.Space))
         {
             movement.y = jumpHeight*50 * Time.deltaTime;
         }
         controller.SimpleMove(movement);
     }
     void OnGUI()
     {
         GUILayout.Label('\n' + Newtonsoft.Json.JsonConvert.SerializeObject(movement.y, Newtonsoft.Json.Formatting.Indented, new Newtonsoft.Json.JsonSerializerSettings
         {
             ReferenceLoopHandling = Newtonsoft.Json.ReferenceLoopHandling.Ignore
         }));
     }
 }
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avatar image Razor1994 · May 12, 2019 at 09:13 AM 0
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Have you tried using a Debug.Log statement to check if the jump is being triggered correctly? $$anonymous$$aybe you could try that :) Also i have always used CharacterController.$$anonymous$$ove because simple$$anonymous$$ove didnt really work for me when trying jumps. In your case i would use $$anonymous$$ove, the performance will be nearly the same and $$anonymous$$ove is suggested for jumps, flights etc.

Here is an example of how to implement jumps

Link to the example

  if (controller.isGrounded && Input.GetButton("Jump")) {
          moveDirection.y = jumpSpeed;
      }
      moveDirection.y -= gravity * Time.deltaTime;
      controller.$$anonymous$$ove(moveDirection * Time.deltaTime);


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Answer by Kim-Nobre · May 12, 2019 at 05:59 PM

If you want to jump you should use Move instead of SimpleMove. Someone already answered that over here: https://answers.unity.com/questions/7942/simplemove-jump.html

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