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Question by fajriardiansyahh · Apr 25, 2019 at 11:49 AM · scripting problemrigidbodyscript.fps

My RigidbodyFPS (Unity Standard Assets) had a little shaking when collide with another 3d Object.

Hi Unity Forum, I need a little help for my RigidbodyFPS using the Unity Standard Asets, My RigidbodyFPS had a little shaking after collide with another 3D Object. I've been trying to figure this out still didnt find any solutions that fit with me. I found that my RigidbodyFPS shaking on Y position after collide with somethings. Below is the code of the RigidbodyFPS that I used:

using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (Rigidbody))] [RequireComponent(typeof (CapsuleCollider))] public class RigidbodyFirstPersonController : 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 MovementSettings movementSettings = new MovementSettings();
     public MouseLook mouseLook = new MouseLook();
     public AdvancedSettings advancedSettings = new AdvancedSettings();


     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;

     [HideInInspector]
     public Vector2 RunAxis;

     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);
     }


     private void Update()
     {
         RotateView();

         if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
         {
             m_Jump = true;
         }
     }


     private void FixedUpdate()
     {
         GroundCheck();
         Vector2 input = GetInput();

         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;
             desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
             desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
             if (m_RigidBody.velocity.sqrMagnitude <
                 (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
             {
                 m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
             }
         }

         if (m_IsGrounded)
         {
             m_RigidBody.drag = 5f;

             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
         {
             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);
             }
         }
     }


     private Vector2 GetInput()
     {
         
         Vector2 input = new Vector2
             {
                 x = RunAxis.x,
                 y = RunAxis.y
             };
         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;

         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;
         }
     }
 }

}

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Answer by arisharr · Apr 12, 2020 at 02:56 PM

Same here... didn't you found any answer?

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avatar image fajriardiansyahh · Apr 13, 2020 at 08:12 AM 0
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Use "FPSController" prefab ins$$anonymous$$d of RigidbodyFPSController.

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Answer by ics_de · Aug 18, 2020 at 10:31 AM

Hi,

Are you sure it is the RB Controller or is it perhaps the camera? I found out that the headbob script for the camera is a little bit buggy and it has something to do with the Horizontal and Vertical Bob Range.

Hope this helps :)

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Answer by RomanGR8 · Apr 07, 2021 at 10:28 AM

I believe ics_de is correct and the shaking problem is caused by HeadBob.cs code in standard unity assets.

When I change below line in HeadBob.cs file from:

         if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded)

to:

         if (rigidbodyFirstPersonController.Velocity.magnitude > 0.001f && rigidbodyFirstPersonController.Grounded)

then the shaking disappears for me. Notice that I changed "> 0" to "> 0.001f"

Hope this helps.

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