Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by SollerEtFortis · Jan 27, 2020 at 08:04 PM · scripting problemfpsjumping

I am trying to make character jump in my FPS game. However, he only jumps small height and gets back down to the ground almost immediately. Can anyone help me with the script?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent(typeof(CharacterController))]
 
 
 public class PlayerMovement : MonoBehaviour
 {
     private CharacterController _characterController; 
 
     // Variables for player movement
     public float movementSpeed = 150.0f;
     public float gravity = -9.81f;
     public float jumpForce = 20.0f;
     
     //Ground Check variables
     public Transform groundCheck;
     public float groundDistance = 0.4f; 
     public LayerMask groundMask;
 
     public bool isGrounded;
     
     void Start()
     {
         _characterController = GetComponent<CharacterController>();
 
     }
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); //Checks if player is grounded
 
         if (isGrounded) {
 
             float deltaX = Input.GetAxisRaw("Horizontal") * movementSpeed;                 // If player is grounded, Get Input keys for moving the player
             float deltaZ = Input.GetAxisRaw("Vertical") * movementSpeed;
 
 
             Vector3 movement = new Vector3(deltaX, 0, deltaZ);
             movement = Vector3.ClampMagnitude(movement, movementSpeed);
 
             movement.y = gravity;                                                         //Sets y component as -9.81
 
             if (Input.GetButtonDown("Jump1"))                                                //Get Input key for jumping
                 {
 
                 movement.y = Mathf.Sqrt(jumpForce * -2.0f * gravity);                    //Calculate movement with physics as ----> Sqrt(h * (-2) *g)
             }
 
             movement *= Time.deltaTime;
             movement = transform.TransformDirection(movement); 
             _characterController.Move(movement);
         }
        
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by lgarczyn · Jan 28, 2020 at 06:57 PM

CharacterController.Move only affects the next frame. If you want jump physics, you need a velocity that is stored across frames.

declare:

 public float verticalVelocity;

and then change your code to:

 if (_characterController.isGrounded && Input.GetButtonDown("Jump1"))
     verticalVelocity = Mathf.Sqrt(jumpForce * -2.0f * gravity);
 else if (_characterController.isGrounded)
     verticalVelocity = 0f;
 else
      verticalVelocity += gravity * Time.fixedDeltaTime;

 movement.y = verticalVelocity;
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image SollerEtFortis · Jan 29, 2020 at 01:34 AM 0
Share

I found a workaround already, but I have tried your piece of code, and it works! Thank you.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

322 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

About mobile FPS Sprint 1 Answer

player not able to double jump 0 Answers

How to get jumping to return to 0,0,0 quicker 0 Answers

Angle calculation for raycast shotgun weapon ? 1 Answer

Character's jumping mechanism stuck into something invisible 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges