- Home /
I have setup a code to make a player move around and jump, but the player will not jump. Any help would be greatly appreciated.,Player wont jump 3D
Here is my code. I believe it has something to do with my void update codes or the gravity.
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerController : MonoBehaviour { public Transform playerCamera = null;
public float mouseSensitivity = 3.5f;
public float walkSpeed = 6.0f;
public float gravity = -13.0f;
public Rigidbody playerRb;
[Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
private bool lockCursor = true;
float cameraPitch = 0.0f; //will make it immediately start the game looking forward
float velocityY = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
playerRb = GetComponent<Rigidbody>();
playerRb.AddForce(Vector3.up * 1000000);
controller = GetComponent<CharacterController>();
if(lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
// Update is called once per frame
void Update()
{
UpdateMouseLook();
UpdateMovement();
if (controller.isGrounded && Input.GetKeyDown(KeyCode.Space)) //getkeydown will detect when we've pressed a key, not when we've let go, which getkeyup would have done.
{
playerRb.AddForce(Vector3.up * 100000, ForceMode.Impulse);
}
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //transform.rotate is to be able to edit the
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize(); //this will make it so when you're moving diagonally, you will not move faster than non-diagonal.
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
}
}
,My player won't jump when I click on the spacebar, can anyone help? Here is my code, thank you very much! I have a feeling its something to do with the gravity and my void update codes
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerController : MonoBehaviour { public Transform playerCamera = null;
public float mouseSensitivity = 3.5f;
public float walkSpeed = 6.0f;
public float gravity = -13.0f;
public Rigidbody playerRb;
[Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
private bool lockCursor = true;
float cameraPitch = 0.0f; //will make it immediately start the game looking forward
float velocityY = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
playerRb = GetComponent<Rigidbody>();
playerRb.AddForce(Vector3.up * 1000000);
controller = GetComponent<CharacterController>();
if(lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
// Update is called once per frame
void Update()
{
UpdateMouseLook();
UpdateMovement();
if (controller.isGrounded && Input.GetKeyDown(KeyCode.Space)) //getkeydown will detect when we've pressed a key, not when we've let go, which getkeyup would have done.
{
playerRb.AddForce(Vector3.up * 100000, ForceMode.Impulse);
}
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //transform.rotate is to be able to edit the
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize(); //this will make it so when you're moving diagonally, you will not move faster than non-diagonal.
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
}
}
Because you're using character controller and a Rigidbody controller at the same time. If you want rigidbody only you should remove the CharacterController but you will not be able to detect "isGrounded" anymore.
To detect ground, you can use Physics.CheckSphere.
If you want the CharacterController only and not the Rigidbody. Do this
if(Input.GetButtonDown("Jump") && controller.isGrounded){
velocityY = $$anonymous$$athf.Sqrt(-2 * gravity * jumpHeight);
}
. In your code
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.$$anonymous$$ove(velocity * Time.deltaTime);
You are constantly telling the CharacterController to move downwards preventing the Rigidbody to launch
Answer by Llama_w_2Ls · Jan 02, 2021 at 09:00 PM
The most definite solution to your problem would be to check the state of controller.isGrounded
, since if that is false, you can't jump.
There are other ways of checking for the ground, such as using a Physics.CheckSphere(Transform center, float radius)
to check if the feet of the player is intersecting with the ground, or using a raycast, to detect how far off the ground you are. @paljorthakuri
Also, playerRb.AddForce(Vector3.up * 100000, ForceMode.Impulse);
will launch your player several million miles into the sky, since you are using ForceMode.Impulse. A value of 2 or 3 works best for me. Not 100,000.