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Question by
nreed132 · Mar 18, 2020 at 11:47 PM ·
movement scriptjumping
How can I fix my velocity breaking when I rotate the character?
I've made a script that takes my velocity and continues to have that velocity while I'm jumping. This worked fine until I made a camera controller. After the object rotates, it seems to move around randomly.. How can I make it so that the velocity works no matter what direction I'm facing?
Here's the script I'm using.
In the character itself:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
private Animator anim;
float speed = 0;
float sideways = 0;
bool isOnGround;
Vector3 vel = new Vector3(0, 0, 0);
bool jumpCooldown = false;
void Start()
{
anim = GetComponent<Animator>();
}
void Update()
{
Rigidbody rb = GetComponent<Rigidbody>();
if (Input.GetKey(KeyCode.W))
{
speed += 0.1f;
} else if (Input.GetKey(KeyCode.S))
{
speed -= 0.025f;
} else
{
speed /= 2;
if (speed < 0.1f && speed > -0.1f)
{
speed = 0;
}
}
if (Input.GetKey(KeyCode.LeftShift))
{
speed = Mathf.Clamp(speed, -1f, 1f);
} else
{
speed = Mathf.Clamp(speed, -0.1f, 0.1f);
}
if (Input.GetKey(KeyCode.A))
{
sideways -= 0.1f;
} else if (Input.GetKey(KeyCode.D))
{
sideways += 0.1f;
} else
{
sideways /= 2;
if (sideways < 0.1f && sideways > -0.1f)
{
sideways = 0;
}
}
if (Input.GetKey(KeyCode.LeftShift))
{
sideways = Mathf.Clamp(sideways, -1f, 1f);
} else
{
sideways = Mathf.Clamp(sideways, -0.2f, 0.2f);
}
if (Input.GetKeyDown(KeyCode.Space))
{
if (isOnGround && !jumpCooldown)
{
anim.SetTrigger("Jump");
vel = rb.velocity;
jumpCooldown = true;
Invoke("Cooldown", 1.0f);
} else
{
vel = new Vector3(0, 0, 0);
}
}
//transform.Rotate(Vector3.up * Input.GetAxis("Mouse X"));
if (!isOnGround)
{
transform.Translate(vel / 20);
}
if (speed > 0)
{
anim.SetBool("isWalking", true);
} else
{
anim.SetBool("isWalking", false);
}
if (speed < 0)
{
anim.SetBool("isWalkingBackwards", true);
} else
{
anim.SetBool("isWalkingBackwards", false);
}
if (speed > 0.5)
{
anim.SetBool("isRunning", true);
} else
{
anim.SetBool("isRunning", false);
}
if (speed < -0.5)
{
anim.SetBool("isRunningBackwards", true);
} else
{
anim.SetBool("isRunningBackwards", false);
}
if (sideways > 0)
{
anim.SetBool("isRight", true);
} else
{
anim.SetBool("isRight", false);
}
if (sideways < 0)
{
anim.SetBool("isLeft", true);
} else
{
anim.SetBool("isLeft", false);
}
if (sideways > 0.5)
{
anim.SetBool("isRunningRight", true);
} else
{
anim.SetBool("isRunningRight", false);
}
if (sideways < -0.5)
{
anim.SetBool("isRunningLeft", true);
} else
{
anim.SetBool("isRunningLeft", false);
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
isOnGround = true;
}
}
private void OnCollisionExit(Collision collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
isOnGround = false;
}
}
void Cooldown()
{
jumpCooldown = false;
}
}
In the camera:
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour
{
public Transform CameraTarget;
private float x = 0.0f;
private float y = 0.0f;
private int mouseXSpeedMod = 5;
private int mouseYSpeedMod = 5;
public float MaxViewDistance = 15f;
public float MinViewDistance = 1f;
public int ZoomRate = 20;
private int lerpRate = 5;
private float distance = 3f;
private float desireDistance;
private float correctedDistance;
private float currentDistance;
public float cameraTargetHeight = 1.0f;
//checks if first person mode is on
private bool click = false;
//stores cameras distance from player
private float curDist = 0;
// Use this for initialization
void Start()
{
Vector3 Angles = transform.eulerAngles;
x = Angles.x;
y = Angles.y;
currentDistance = distance;
desireDistance = distance;
correctedDistance = distance;
}
// Update is called once per frame
void LateUpdate()
{
x += Input.GetAxis("Mouse X") * mouseXSpeedMod;
y += Input.GetAxis("Mouse Y") * mouseYSpeedMod;
y = ClampAngle(y, -15, 25);
Quaternion rotation = Quaternion.Euler(y, x, 0);
desireDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ZoomRate * Mathf.Abs(desireDistance);
desireDistance = Mathf.Clamp(desireDistance, MinViewDistance, MaxViewDistance);
correctedDistance = desireDistance;
Vector3 position = CameraTarget.position - (rotation * Vector3.forward * desireDistance);
RaycastHit collisionHit;
Vector3 cameraTargetPosition = new Vector3(CameraTarget.position.x, CameraTarget.position.y + cameraTargetHeight, CameraTarget.position.z);
bool isCorrected = false;
if (Physics.Linecast(cameraTargetPosition, position, out collisionHit))
{
position = collisionHit.point;
correctedDistance = Vector3.Distance(cameraTargetPosition, position);
isCorrected = true;
}
//?
//condicion ? first_expresion : second_expresion;
//(input > 0) ? isPositive : isNegative;
currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp(currentDistance, correctedDistance, Time.deltaTime * ZoomRate) : correctedDistance;
position = CameraTarget.position - (rotation * Vector3.forward * currentDistance + new Vector3(0, -cameraTargetHeight, 0));
transform.rotation = rotation;
transform.position = position;
//CameraTarget.rotation = rotation;
float cameraX = transform.rotation.x;
//sets CHARACTERS x rotation to match cameras x rotation
CameraTarget.eulerAngles = new Vector3(cameraX, transform.eulerAngles.y, transform.eulerAngles.z);
//checks if middle mouse button is pushed down
if (Input.GetMouseButtonDown(2))
{
//if middle mouse button is pressed 1st time set click to true and camera in front of player and save cameras position before mmb.
//if mmb is pressed again set camera back to it's position before we clicked mmb 1st time and set click to false
if (click == false)
{
click = true;
curDist = distance;
distance = distance - distance - 1;
}
else
{
distance = curDist;
click = false;
}
}
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
{
angle += 360;
}
if (angle > 360)
{
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
}
Thank you! Any help is greatly appreciated! I understand these are very long, so whoever even attempts is amazing!
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