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Question by darkknightishaan · Sep 23, 2020 at 02:22 PM · rigidbody3dfpscharacter controllercharacter movement

How can I add smooth movement to a RigidBody?

I've been trying to work on a stealth game where precise, smooth movement is key. For this reason, at first, I decided to use a Character Controller on my FPS Character, however, another key element of my game is a grapple gun, this involves Springjoints, which do not seem to work with Character Controllers.

Here is a quick overview of the problem:

Character Controller:

  - Pro: Movement is precise and smooth, the character only moves while the key is pressed. 
  - Con: Physics and Springjoints do not seem to work.

Rigidbodies:

  - Pro: Physics
  - Con: Movement; The character after the key is pressed. Friction is too sluggish, while  
    Sleep() is very Jolt-like

I'm looking fora way to either apply physics to a Character Controller or implement Character Controller-like movement with a Rigidbody.


Here is a link to the project: RigidBody: GrapplyGameR

Character Controller: GrapplyGame

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Answer by imM4TT · Sep 24, 2020 at 12:08 AM

Short answer : You can create a target destination using user's input then you can use the SmoothDamp method to move smoothly towards the target.

 Rigidbody rb = GetComponent<Rigidbody>();
 Vector3 targetVel = new Vector3();
 Vector3 refVel = Vector3.zero;
 float smoothVal = .2f; // Higher = 'Smoother'  

 rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVel, ref refVel, smoothVal);
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avatar image darkknightishaan · Sep 24, 2020 at 04:37 AM 0
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One more thing, how would I implement stair climbing and ramp climbing with a rigidbody.

avatar image imM4TT darkknightishaan · Sep 24, 2020 at 04:09 PM 0
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You could use Raycast or OnCollisionStay and check the side of the collision, in the case there is one on right/left you call a custom method.
Remember to accept answer if your issue has been solved by someone, thanks.

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Answer by MomkeyDev · Sep 24, 2020 at 12:33 AM

If you only want to make the rigidbody look smooth, you can use the interpolation setting in rigidbody components.

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