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Question by 2dkot · Sep 11, 2011 at 01:32 PM · movementcharactercontrollercharacter.move

How to avoid speed slowdown in case of controller.Move();

Hi everyone, I think it is quite simple question, but I am stuck. My character moves from point to point, but problem is that speed is slowdown when it comes closer to the point. How to make movement more equable?

 function myMove(mytarget: Vector3){
 var controller : CharacterController = GetComponent(CharacterController);
 if (controller.isGrounded) {
 moveDirection = (mytarget-transform.position).normalized;
 moveDirection *= speed;
 }
 moveDirection.y -= gravity * Time.deltaTime;
 controller.Move(moveDirection * Time.deltaTime);
 }
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Answer by aldonaletto · Sep 11, 2011 at 03:22 PM

I suspect the difference in heights between the target point and the character is causing this: when moveDirection is normalized, a high Y component will reduce the horizontal velocity component. With a small change, this vertical component can be ignored prior to normalization, what should result in a constant speed:

function myMove(mytarget: Vector3){
  var controller : CharacterController = GetComponent(CharacterController);
  if (controller.isGrounded) {
    moveDirection = mytarget-transform.position;
    moveDirection.y = 0; // ignore vertical distance before normalization
    moveDirection = moveDirection.normalized * speed;
  }
  moveDirection.y -= gravity * Time.deltaTime;
  controller.Move(moveDirection * Time.deltaTime);
}
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avatar image 2dkot · Sep 11, 2011 at 03:36 PM 0
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Cool, works great!!!

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