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Question by
Matov · Nov 23, 2018 at 06:10 PM ·
rigidbodycontrolleraddforce
cant add force to standing rigidbody controller
Force gets added if controller's moving speed is beyond some threshold, because when you start moving or make small steps, add force still dont work. I just dont understand the problem, controller is the standart rigid body controller from new standart assets.
Using target.GetComponent().AddExplosionForce(impulse, this.transform.position, radius + 0.1f,0,ForceMode.Impulse); from my explosion script.
RigidBody controller script:
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;
[RequireComponent(typeof (Rigidbody))]
[RequireComponent(typeof (CapsuleCollider))]
public class CharacterController : MonoBehaviour
{
[Serializable]
public class MovementSettings
{
public float ForwardSpeed = 8.0f; // Speed when walking forward
public float BackwardSpeed = 4.0f; // Speed when walking backwards
public float StrafeSpeed = 4.0f; // Speed when walking sideways
public float RunMultiplier = 2.0f; // Speed when sprinting
public KeyCode RunKey = KeyCode.LeftShift;
public float JumpForce = 30f;
public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
[HideInInspector] public float CurrentTargetSpeed = 8f;
#if !MOBILE_INPUT
private bool m_Running;
#endif
public void UpdateDesiredTargetSpeed(Vector2 input)
{
if (input == Vector2.zero) return;
if (input.x > 0 || input.x < 0)
{
//strafe
CurrentTargetSpeed = StrafeSpeed;
}
if (input.y < 0)
{
//backwards
CurrentTargetSpeed = BackwardSpeed;
}
if (input.y > 0)
{
//forwards
//handled last as if strafing and moving forward at the same time forwards speed should take precedence
CurrentTargetSpeed = ForwardSpeed;
}
#if !MOBILE_INPUT
if (Input.GetKey(RunKey))
{
CurrentTargetSpeed *= RunMultiplier;
m_Running = true;
}
else
{
m_Running = false;
}
#endif
}
#if !MOBILE_INPUT
public bool Running
{
get { return m_Running; }
}
#endif
}
[Serializable]
public class AdvancedSettings
{
public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
public float stickToGroundHelperDistance = 0.5f; // stops the character
public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
public bool airControl; // can the user control the direction that is being moved in the air
[Tooltip("set it to 0.1 or more if you get stuck in wall")]
public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
}
public Camera cam;
public Transform cameraPoint;
public Transform lookPoint;
public MovementSettings movementSettings = new MovementSettings();
public MouseLook mouseLook = new MouseLook();
public AdvancedSettings advancedSettings = new AdvancedSettings();
public float speedMultiplier=1;
private Rigidbody m_RigidBody;
private CapsuleCollider m_Capsule;
private float m_YRotation;
private Vector3 m_GroundContactNormal;
private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
public Vector3 Velocity
{
get { return m_RigidBody.velocity; }
}
public bool Grounded
{
get { return m_IsGrounded; }
}
public bool Jumping
{
get { return m_Jumping; }
}
public bool Running
{
get
{
#if !MOBILE_INPUT
return movementSettings.Running;
#else
return false;
#endif
}
}
private void Start()
{
m_RigidBody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
mouseLook.Init (transform, cam.transform);
cam.enabled = false;
if( cam.GetComponent<AudioListener>()!=null)
cam.GetComponent<AudioListener>().enabled = false;
}
private void Update()
{
RotateView();
if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
{
m_Jump = true;
}
}
public void EnableCamera(bool yes)
{
if (cam.enabled != yes)
{
cam.enabled = yes;
if (cam.GetComponent<AudioListener>() != null)
cam.GetComponent<AudioListener>().enabled =true;
}
}
public Vector3 GetCameraRaycast(float distance=34.5f)
{
RaycastHit hit;
Vector3 coordinates= cam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, distance));
Vector3 rayOrigin = cam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));
if (Physics.Raycast(rayOrigin, cam.transform.forward, out hit, distance))
{
coordinates = hit.point;
}
/* coordinates = lookPoint.transform.position;
if (Physics.Raycast(cameraPoint.transform.position, lookPoint.transform.position - cameraPoint.transform.position, out hit, 500))
{
coordinates = hit.point;
}*/
return coordinates;
}
public Vector3 directionVector;
public float inAirTime = 0;
private void FixedUpdate()
{
GroundCheck();
Vector2 input = GetInput();
directionVector = new Vector3(input.x, input.y);
if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
{
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed*speedMultiplier;
desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed * speedMultiplier;
desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed * speedMultiplier;
if (m_RigidBody.velocity.sqrMagnitude <
(movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed * movementSettings.CurrentTargetSpeed))
{
m_RigidBody.AddForce( desiredMove*SlopeMultiplier() , ForceMode.Impulse);
}
}
if (m_IsGrounded)
{
m_RigidBody.drag = 5f;
inAirTime = 0;
if (m_Jump)
{
m_RigidBody.drag = 0f;
m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
m_Jumping = true;
}
if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
{
m_RigidBody.Sleep();
}
}
else
{
inAirTime += Time.deltaTime;
m_RigidBody.drag = 0f;
if (m_PreviouslyGrounded && !m_Jumping)
{
StickToGroundHelper();
}
}
m_Jump = false;
}
private float SlopeMultiplier()
{
float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
return movementSettings.SlopeCurveModifier.Evaluate(angle);
}
private void StickToGroundHelper()
{
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
((m_Capsule.height/2f) - m_Capsule.radius) +
advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
{
m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
}
}
}
float inputx = 0;
float inputy = 0;
public void setInputFromIntellect(float x,float y)
{
inputx = x;
inputy = y;
}
private Vector2 GetInput()
{
Vector2 input = new Vector2(inputx, inputy);
movementSettings.UpdateDesiredTargetSpeed(input);
return input;
}
private void RotateView()
{
//avoids the mouse looking if the game is effectively paused
if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
// get the rotation before it's changed
float oldYRotation = transform.eulerAngles.y;
if(cameraPoint!=null)
mouseLook.LookRotation (transform, cameraPoint.transform);
else
mouseLook.LookRotation(transform, cam.transform);
if (m_IsGrounded || advancedSettings.airControl)
{
// Rotate the rigidbody velocity to match the new direction that the character is looking
Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
}
}
/// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
private void GroundCheck()
{
m_PreviouslyGrounded = m_IsGrounded;
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_IsGrounded = true;
m_GroundContactNormal = hitInfo.normal;
}
else
{
m_IsGrounded = false;
m_GroundContactNormal = Vector3.up;
}
if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
{
m_Jumping = false;
}
}
}
Comment
Answer by Matov · Nov 23, 2018 at 03:14 PM
sure. Also, when i spawn collider inside my character it doesnt push me as it should if i stand still.
captureunity.jpg
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