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Question by EasyFrags · Nov 22, 2020 at 10:28 PM · rotationmovementcharacterjump

How To Lock Direction While Jumping ?

Hello, i want to lock direction while my Character is jumping but i dont know how, i've tried a lot of ideas but i don't resolve my problem, so i decided to come here and ask u for help.

My code looks that:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     [SerializeField] Transform playerCamera = null;
     [SerializeField] float mouseSensitivity = 3.5f;
     [SerializeField] float walkSpeed = 6.0f;
     [SerializeField] float sprintSpeed = 9.0f;
     [SerializeField] float moveSpeed;
     [SerializeField] float gravity = -13.0f;
     [SerializeField] float jumpHeight = 2.0f;
     [SerializeField] [Range(0.0f, 0.5f)] float defmoveSmoothTime = 0.15f;
     [SerializeField] [Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
     [SerializeField] [Range(0.0f, 2.0f)] float jumpSmoothTime = 0.5f;
 
     [SerializeField] bool lockCursor = true;
 
     float moveSmoothTime = 0.3f;
     float cameraPitch = 0.0f;
     float velocityY = 0.0f;
     private Vector3 moveVector;
     CharacterController controller = null;
 
     Vector2 currentDir = Vector2.zero;
     Vector2 currentDirVelocity = Vector2.zero;
 
     Vector2 currentMouseDelta = Vector2.zero;
     Vector2 currentMouseDeltaVelocity = Vector2.zero;
 
     public Transform groundCheck;
     public float groundDistance = 0.4f;
     public LayerMask groundMask;
 
     bool isGrounded;
 
     void Start()
     {
         controller = GetComponent<CharacterController>();
         if (lockCursor)
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
     }
 
     void Update()
     {
         UpdateMouseLook();
         UpdateMovement();
     }
 
     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);
     }
 
     void UpdateMovement()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
         targetDir.Normalize();
 
         currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
 
         if (isGrounded && velocityY < 0)
         {
             velocityY = -2f;
         }
 
         if (controller.isGrounded)
         {
             velocityY = 0.0f;
             moveSmoothTime = defmoveSmoothTime;
         }
         else
         {
             moveSmoothTime = jumpSmoothTime;
         }
 
         // Jump
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             velocityY = Mathf.Sqrt(jumpHeight * -2f * gravity);
         }
 
         velocityY += gravity * Time.deltaTime;
 
         // Movement WASD
         Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * moveSpeed + Vector3.up * velocityY;
 
         controller.Move(velocity * Time.deltaTime);
 
         // Sprint
         if (controller.isGrounded)
             if (Input.GetKey(KeyCode.LeftShift))
         { 
             moveSpeed = sprintSpeed;
         }
         else
         { 
             moveSpeed = walkSpeed;
         }
     }
 }
 

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avatar image EasyFrags · Nov 22, 2020 at 11:46 PM 0
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I want my character to fall in the direction it started jumping from, ignoring the camera movement, but now the character is moving in the direction following camera movement

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Answer by MathNerd1O1 · Nov 22, 2020 at 11:01 PM

Only get the target direction if the player is on the ground. When you leave the ground, the target direction will stay the same until you hit the ground again.

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