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Question by fps33fps · Nov 14, 2020 at 09:07 AM · rigidbodysmoothcharacter movementrigidbody.velocityrigidbody physics

My movement is not smooth

Hi, im made fps controller, but my movement is not smooth i tried * Time.deltaTime but it is doesnt help, also i tried to move.Normalize() it's helped my movespeed valoue doesn't matter using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMove : MonoBehaviour { public Rigidbody rb; public Transform _camera; public float moveSpeed = 6f; public float jumpForce = 10f; public LayerMask Ground; bool isGrounded; void Start() { } void Update() { //grounding isGrounded = Physics.CheckSphere(new Vector3(transform.position.x, transform.position.y - 1, transform.position.z), 0.4f, Ground); //facing direction Debug.DrawLine(_camera.position, transform.forward * 2.5f); //moving float x = Input.GetAxisRaw("Horizontal") * moveSpeed; float y = Input.GetAxisRaw("Vertical") * moveSpeed; //jumping if (Input.GetKeyDown(KeyCode.Space) && isGrounded) rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z); //setting movement Vector3 move = transform.right * x + transform.forward * y; rb.velocity = new Vector3(move.x, rb.velocity.y, move.z); } }

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avatar image fps33fps · Nov 14, 2020 at 09:08 AM 0
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using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Player$$anonymous$$ove : $$anonymous$$onoBehaviour { public Rigidbody rb; public Transform _camera;

 public float moveSpeed = 6f;
 public float jumpForce = 10f;

 public Layer$$anonymous$$ask Ground;

 bool isGrounded;

 void Start()
 {

 }

 void Update()
 {
     //grounding
     isGrounded = Physics.CheckSphere(new Vector3(transform.position.x, transform.position.y - 1, transform.position.z), 0.4f, Ground);


     //facing direction
     Debug.DrawLine(_camera.position, transform.forward * 2.5f);

     //moving
     float x = Input.GetAxisRaw("Horizontal") * moveSpeed;
     float y = Input.GetAxisRaw("Vertical") * moveSpeed;
     

     //jumping
     if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
         rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);

     //setting movement
     Vector3 move = transform.right * x + transform.forward * y;
     
     

     rb.velocity = new Vector3(move.x, rb.velocity.y, move.z);
 }

}

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