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Question by pappalardodd · May 20, 2020 at 09:42 PM · physicscharactercontrollergravityjumping

Character Controller problem when jumping

As the title suggests, I use this script for jump with the object, but when it jumps, jump and it drops bad, jerky, not fluid, as if gravity is not added well.

 public float gravity = 20.0f;
 public float jumpSpeed = 8.0f;
 private Vector3 movement;
 
 void Start()
   {
    Controller = GetComponent<CharacterController>();}
 
  float Horizontal = Input.GetAxis("Horizontal"); 
  float Vertical = Input.GetAxis("Vertical");
  movement = (transform.right * Horizontal + transform.forward * Vertical) * speed;
 
 if (Controller.isGrounded && Input.GetKeyDown(KeyCode.Space)){
  movement.y = jumpSpeed;}
 
 movement.y -= gravity * Time.deltaTime;    
  Controller.Move(movement * Time.deltaTime);
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Answer by ILikeTurtles_ · May 20, 2020 at 10:21 PM

This is a different script that I have used before and know works. You need a character controller and rigidbody for it to work. This is the link to the script: https://docs.unity3d.com/ScriptReference/CharacterController.Move.htm?_ga=2.112896065.410999767.1589732785-1327862508.1586352632

  public class example : MonoBehaviour {
      //Variables
      public float speed = 6.0F;
      public float jumpSpeed = 8.0F; 
      public float gravity = 20.0F;
      private Vector3 moveDirection = Vector3.zero;
  
      void Update() {
          CharacterController controller = GetComponent<CharacterController>();
          // is the controller on the ground?
          if (controller.isGrounded) {
              //Feed moveDirection with input.
              moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
              moveDirection = transform.TransformDirection(moveDirection);
              //Multiply it by speed.
              moveDirection *= speed;
              //Jumping
              if (Input.GetButton("Jump"))
                  moveDirection.y = jumpSpeed;
              
          }
          //Applying gravity to the controller
          moveDirection.y -= gravity * Time.deltaTime;
          //Making the character move
          controller.Move(moveDirection * Time.deltaTime);
      }
  }


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