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Question by TimBorquez · Dec 07, 2013 at 03:06 AM · rigidbodyfixedupdategroundedorder-of-executiononcollisionstay

OnCollisionStay going one more time after i jump

im using OnCollisionStay to check if the player touched the ground, and i want to make it so the player can grind if they jumped, the problem is it goes into OnCollisionStay and disables the variable tracking that you jumped up

it's hard to explain so heres some code i used to mess with it:

     function FixedUpdate ()
     {
     
             // Jump
             if (Input.GetMouseButtonDown(0))
             {
                 rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
                 justJumped = true;
             }
     }
     
     function OnCollisionStay () {
         justJumped = false;
     }
     
     function OnTriggerStay (hit : Collider) {
     
         //GRIND
         if(hit.tag == "rail")
         {
             //so player jumped to grind
             if(justJumped)
             {
                 //grind code
             }
         }
 
     }

if i debug.log where i turn on/off justJumped, OnCollisionStay runs one more time before i am completely in the air

is this because of the order that these functions go? I dont know how to fix this...

thanks

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avatar image TimBorquez · Dec 07, 2013 at 08:48 AM 0
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oh that's a good idea, then it would prolly be more reliable too

maybe i will just do that ins$$anonymous$$d

avatar image TimBorquez · Dec 07, 2013 at 09:12 AM 0
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if you want you can convert your comment to an answer as it totally solved my problems haha, thanks

i have this on the top of my update before anything else and everything is workin fine

 //DETER$$anonymous$$INE IF ON GROUND
     var rayHit : RaycastHit;
     if (Physics.Raycast (transform.position, -Vector3.up, rayHit, 1.25))
     {
         grounded = true;
     }else
     {
         grounded = false;
     }
avatar image iwaldrop · Dec 07, 2013 at 06:24 PM 0
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Done. Glad it helped.

avatar image iwaldrop · Dec 07, 2013 at 06:32 PM 0
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And just FYI, since Raycast returns a bool, that can be done in one line, and unless you need the hit info it's faster not to pass it in.

avatar image TimBorquez · Dec 08, 2013 at 04:59 AM 0
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oh cool thanks again, i thought you had to have the hit for some reason

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Answer by iwaldrop · Dec 07, 2013 at 05:47 AM

Instead of using OnCollision handlers to determine if you're touching the ground you might consider using a raycast downwards.

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