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Question by DragoRyu2001 · Jun 29, 2021 at 03:24 PM · unity 2dcharactercontroller

[NOT SOLVED]2D Side Scroller, the Character suddenly starts to float mid air(Like climbing up some invisible stairs) and then falls back to the ground after couple of seconds

I am making a 2D side scroller, where the character constantly moves in the right direction. However, while running the character suddenly starts floating off the ground(like climbing some invisible stairs) and then falls back to the ground. This process keeps on getting repeated over and over. I have used sprite swap animation and have checked the collider as well as the sprite itself. It is floating even if the collider is not touching the ground. I am using Brackey's 2D character controller script as the main code which simulates physics. Please do let me know what is the issue and how to rectify it. Thanks in advance.


Brackeys Code

 using UnityEngine;
 using UnityEngine.Events;
 
 public class CharacterController2D : MonoBehaviour
 {
     [SerializeField] private float m_JumpForce = 400f;                            // Amount of force added when the player jumps.
     [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
     [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;    // How much to smooth out the movement
     [SerializeField] private bool m_AirControl = false;                            // Whether or not a player can steer while jumping;
     [SerializeField] private LayerMask m_WhatIsGround;                            // A mask determining what is ground to the character
     [SerializeField] private Transform m_GroundCheck;                            // A position marking where to check if the player is grounded.
     [SerializeField] private Transform m_CeilingCheck;                            // A position marking where to check for ceilings
     [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching
 
     const float k_GroundedRadius = .3f; // Radius of the overlap circle to determine if grounded
     private bool m_Grounded;            // Whether or not the player is grounded.
     const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
     private Rigidbody2D m_Rigidbody2D;
     private bool m_FacingRight = true;  // For determining which way the player is currently facing.
     private Vector3 m_Velocity = Vector3.zero;
 
     [Header("Events")]
     [Space]
 
     public UnityEvent OnLandEvent;
 
     [System.Serializable]
     public class BoolEvent : UnityEvent<bool> { }
 
     public BoolEvent OnCrouchEvent;
     private bool m_wasCrouching = false;
 
     private void Awake()
     {
         m_Rigidbody2D = GetComponent<Rigidbody2D>();
 
         if (OnLandEvent == null)
             OnLandEvent = new UnityEvent();
 
         if (OnCrouchEvent == null)
             OnCrouchEvent = new BoolEvent();
     }
 
     private void FixedUpdate()
     {
         bool wasGrounded = m_Grounded;
         m_Grounded = false;
 
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         // This can be done using layers instead but Sample Assets will not overwrite your project settings.
         Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
         for (int i = 0; i < colliders.Length; i++)
         {
             if (colliders[i].gameObject != gameObject)
             {
                 m_Grounded = true;
                 if (!wasGrounded)
                     OnLandEvent.Invoke();
             }
         }
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
         // If crouching, check to see if the character can stand up
         if (!crouch)
         {
             // If the character has a ceiling preventing them from standing up, keep them crouching
             if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
             {
                 crouch = true;
             }
         }
 
         //only control the player if grounded or airControl is turned on
         if (m_Grounded || m_AirControl)
         {
 
             // If crouching
             if (crouch)
             {
                 if (!m_wasCrouching)
                 {
                     m_wasCrouching = true;
                     OnCrouchEvent.Invoke(true);
                 }
 
                 // Reduce the speed by the crouchSpeed multiplier
                 move *= m_CrouchSpeed;
 
                 // Disable one of the colliders when crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = false;
             } else
             {
                 // Enable the collider when not crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = true;
 
                 if (m_wasCrouching)
                 {
                     m_wasCrouching = false;
                     OnCrouchEvent.Invoke(false);
                 }
             }
 
             // Move the character by finding the target velocity
             Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
             // And then smoothing it out and applying it to the character
             m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
 
             // If the input is moving the player right and the player is facing left...
             if (move > 0 && !m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
             // Otherwise if the input is moving the player left and the player is facing right...
             else if (move < 0 && m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
         }
         // If the player should jump...
         if (m_Grounded && jump)
         {
             // Add a vertical force to the player.
             m_Grounded = false;
             m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         }
     }
 
 
     private void Flip()
     {
         // Switch the way the player is labelled as facing.
         m_FacingRight = !m_FacingRight;
 
         // Multiply the player's x local scale by -1.
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
     public bool IsGrounded()
     {
         return m_Grounded;
     }
 }
 

My Driver Code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     [SerializeField] CharacterController2D controller;
     public float speed;
     [SerializeField] float speedInc;//float value to tell how much to increment
     [SerializeField] float waitForIncrease;//float value to tell how long to wait before incrementing the speed
     [SerializeField] Rigidbody2D rb;
     [SerializeField] float gravityScale;
     [SerializeField] Animator anim;
     public bool canMove;
     void Start()
     {
         canMove = true;
         StartCoroutine(SpeedIncrease());
     }
 
     private void Update()
     { 
         anim.SetBool("OnGround", controller.IsGrounded());
     }
 
     private void FixedUpdate()
     {
         if (canMove)
         {
             controller.Move(speed * Time.fixedDeltaTime, false, false);
         }
             
         if(controller.IsGrounded())
         {
             rb.gravityScale = 0f;
         }
         else
         {
             rb.gravityScale = gravityScale;
         }
     }
     public void MoveBool(bool can)
     {
         canMove = can;
     }
     IEnumerator SpeedIncrease()
     {
         int i = 1;
         while(canMove)//Has to change to while player is alive
         {
             speed += speedInc;
             speed = Mathf.Clamp(speed, 10f, 125f);
             if (speed % 50 == 0)
             {
                 gravityScale += (10*i);
                 i++;
             }
             yield return new WaitForSeconds(waitForIncrease);
         }
     }
     
 }
 

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