Collision detection glitch
Below is my script, I am trying to stay away from unity's built in physics engine. For some reason, my player keeps falling through the floor when I start to move the play via the input keys (w,a,s,d, arrow keys) like in the pictures below.
 
 // Declaration of Variables
 void FixedUpdate(){
     MovementManager();
 }
 //Function to set gravityEnabled bool value
 bool GravityEnabled(){
     RaycastHit hit;
     Vector3 playerDown = new Vector3 (transform.position.x, -1f, transform.position.z);
     if (Physics.Raycast(transform.position, playerDown, out hit)){
         gravityEnabled=false;
     }
     else{
         gravityEnabled=true;
     }
     return gravityEnabled;
 }
 void applyGravity(){
     //simply apply a downward force
     transform.position += (Vector3.down * Gravity * Time.deltaTime);
 }
 void MovementManager(){
     float X = Input.GetAxis("Horizontal") * horzontal_Movement * Time.deltaTime;
     float Y = Input.GetAxis("Vertical") * vertical_Movement * Time.deltaTime;
     bool applGForce = GravityEnabled();
     if (applGForce==true){
         applyGravity();
         transform.position += new Vector3 (X,0,Y);
     }
     
     if (applGForce==false)        
         transform.position += new Vector3 (X,0,Y);
 }
 
               I know this is a lot, but I just want an insight as to possibly why this is happening?
Thank you in advance.
Answer by HuracanBatman55 · Jan 25, 2017 at 11:14 PM
This has happened to me before and i always solve it by turning ridgidbody off. If it's vital to your game that rigidbody is on then i dont know.
Thanks for your reply.
Odd you would say that, I had no rigidbody attached to the player object at the time. As a temp fixed, maybe end up permanent, I just added the rigidbody for the collision detection. which seemed to solve the problem.
Your answer
 
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