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This question was closed Oct 24, 2018 at 06:40 PM by Lost_Syndicate.
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Question by Lost_Syndicate · Oct 22, 2018 at 03:53 PM · c#movementphysics

Problem with moving / jumping

There is a slight problem with my script. If i walk up to a wall, and jump, it float / blocks the jump, i have no idea why, i even got into moving it with velocity instead of Translate, please don't ask me to use a non-friction material, it works, but i still want to be able to walk on a slope / surface without sliding off of it, And raycasting in every direction is probably resource consuming, is there a 'correct' way of doing this?

  • Video: https://www.youtube.com/watch?v=x9oebMbVtS0

  • Code:

    using System.Collections; using System.Collections.Generic; using UnityEngine;

    [RequireComponent(typeof(Rigidbody))] public class Player_Motor : MonoBehaviour {

       private float speed;
         private Rigidbody rb;
     
         [HideInInspector] public Vector3 pVelocity;
         
         [Header("")]
         public bool CanSprint = true;
         public bool CanJump = true;
         [Header("")]
     
         public GameObject Camera;
     
         [Header("")]
         public Vector3 JumpHeight = new Vector3(0, 2f, 0);
         public float JumpForce = 0.55f;
         
         [HideInInspector] public bool JumpCooldown;
         [HideInInspector] public float JumpSecondsCooldown = 0.5f;
     
         [Header("")]
         public float CrouchSpeed = 1.5f;
         public float WalkSpeed = 4f;
         public float RunSpeed = 6f;
     
         [Header("")]
         public float RunHeadbobSpeed = 8.5f;
         public float CrouchHeadbobSpeed = 3.5f;
         private float hbSpeed;
     
         [Header("")]
         public float crouchHeight = 1.5f;
         public float crouchingSpeed = 10f;
     
         [Header("")]
         public float DamagePerSecond = 20f;
         public float MinFallTime = 3f;
     
         private bool sprinting;
         private bool crouching;
     
         [HideInInspector] public bool climbing;
     
         private float z;
         private float x;
     
         private float originalHeight;
         private float fallTime;
         private CapsuleCollider col;
     
         private void Start()
         {
             rb = GetComponent<Rigidbody>();
             col = GetComponent<CapsuleCollider>();
             originalHeight = col.height;
             speed = WalkSpeed;
     
             if (Camera != null)
             {
                 hbSpeed = Camera.GetComponent<Player_Camera>().HeadbobSpeed;
             }
         }
     
         private void Update()
         {
             pVelocity = rb.velocity;
     
             if (!Grounded())
             {
                 if (!climbing)
                 {
                     fallTime += Time.deltaTime;
                 }
             }
             else
             {
                 if (fallTime >= MinFallTime)
                 {
                     if (GetComponent<Health>() != null)
                     {
                         GetComponent<Health>().TakeDamage((fallTime - MinFallTime) * DamagePerSecond);
                     }
     
                     Debug.Log("Ouch! Took " + (fallTime - MinFallTime) * DamagePerSecond + " Damage");
     
                     fallTime = 0f;
                 }
             }
     
             if (Input.GetKeyDown(KeyCode.LeftShift) && CanSprint)
             {
                 if (Camera != null)
                 {
                     if (Camera.GetComponent<Player_Camera>().useHeadbob)
                     {
                         Camera.GetComponent<Player_Camera>().HeadbobSpeed = RunHeadbobSpeed;
                     }
                 }
     
                 CanJump = false;
                 sprinting = true;
                 speed = RunSpeed;
             }
             if (Input.GetKeyUp(KeyCode.LeftShift))
             {
                 if (Camera != null)
                 {
                     if (Camera.GetComponent<Player_Camera>().useHeadbob)
                     {
                         Camera.GetComponent<Player_Camera>().HeadbobSpeed = hbSpeed;
                     }
                 }
     
                 CanJump = true;
                 sprinting = false;
                 speed = WalkSpeed;
             }
     
             if (crouching)
             {
                 col.height = Mathf.Lerp(col.height, crouchHeight, Time.deltaTime * crouchingSpeed);
             }
             else
             {
                 col.height = Mathf.Lerp(col.height, originalHeight, Time.deltaTime * crouchingSpeed);
             }
     
             if (sprinting)
             {
                 crouching = false;
             }
     
             if (Input.GetKeyDown(KeyCode.LeftControl) && !sprinting)
             {
                 crouching = true;
                 CanSprint = false;
     
                 if (Camera != null)
                 {
                     if (Camera.GetComponent<Player_Camera>().useHeadbob)
                     {
                         Camera.GetComponent<Player_Camera>().HeadbobSpeed = CrouchHeadbobSpeed;
                     }
                 }
     
                 speed = CrouchSpeed;
             }
     
             if (Input.GetKeyUp(KeyCode.LeftControl))
             {
                 crouching = false;
                 CanSprint = true;
     
                 if (Camera != null)
                 {
                     if (Camera.GetComponent<Player_Camera>().useHeadbob)
                     {
                         Camera.GetComponent<Player_Camera>().HeadbobSpeed = hbSpeed;
                     }
                 }
     
                 speed = WalkSpeed;
             }
     
             if (JumpCooldown && Grounded())
             {
                 JumpSecondsCooldown -= Time.deltaTime;
     
                 if (crouching)
                 {
                     if (col != null)
                     {
                         col.height = 2f;
                         crouching = false;
                     }
                 }
     
                 if (JumpSecondsCooldown <= 0)
                 {
                     JumpSecondsCooldown = 0.5f;
                     JumpCooldown = false;
                 }
             }
     
             if (Input.GetKeyDown(KeyCode.Space) && Grounded() && CanStand())
             {
                 if (!JumpCooldown)
                 {
                     rb.AddForce(JumpHeight * JumpForce, ForceMode.Impulse);
                     rb.velocity = JumpHeight * JumpForce;
     
                     JumpCooldown = true;
                 }
             }
         }
     
         private void FixedUpdate()
         {
     
             if (!climbing)
             {
                 z = Input.GetAxis("Vertical");
             }
             else
             {
                 z = 0;
             }
     
             x = Input.GetAxis("Horizontal");
     
             Vector3 forwardVel = transform.forward * speed * z;
             Vector3 horizontalVel = transform.right * speed * x;
     
             horizontalVel.y = rb.velocity.y;
     
             if (Camera != null)
             {
                 transform.rotation = Quaternion.Euler(0, Camera.GetComponent<Player_Camera>().currentY, 0);
             }
             
             /*
             // when jumping (if in air) stop being able to move
             if (!Grounded())
             {
                 //apply velocity here 
                 return;
             }
             */
     
             rb.velocity = forwardVel + horizontalVel;
         }
     
         public bool Grounded()
         {
             return Physics.Raycast(transform.position, Vector3.down, 1.5f);
         }
     
         public bool CanStand()
         {
             return !Physics.Raycast(transform.position, Vector3.up, 1.5f);
         }
     }
     
    
    
    
    
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avatar image Lost_Syndicate · Oct 23, 2018 at 03:08 PM 0
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anyone have a solution?

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Answer by Santosh_Nair · Oct 22, 2018 at 05:15 PM

If the walls have rigidbody attached to it, is it kinematic? If not, can you try attaching a kinematic rigidbody to the walls? This is just a guess, because I think this issue might have to do more with some kind of physics calculation rather than your script. I mean maybe the colliders are applying some kind of drag or some kind of force.

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avatar image Lost_Syndicate · Oct 22, 2018 at 05:28 PM 0
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Well, the rigidbody on the character DOES have angular drag idk if that will affect it, i will try what you said.

avatar image Lost_Syndicate · Oct 22, 2018 at 05:30 PM 0
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Nope, even after adding rigidbodys to the Walls, and making them like you said, it does not work. I adjusted the Angular Drag on my player, to no effect.

avatar image Santosh_Nair Lost_Syndicate · Oct 28, 2018 at 04:04 PM 0
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Sorry, I am not able to figure out! Hopefully someone else maybe be able to help.

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