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Question by gabrielemuratori · Jan 11, 2020 at 09:55 PM · 3dfpssliding

How do I make sliding last for a definite number of time

I'm trying to make a Parkour FPS, and I want the sliding to simply make the player shorter for 1 second, but I don't know how to make the sliding last a definite n. of seconds.

This is the code of the whole script, the sliding code is the last part of the code:

 public CharacterController controller;
 public float speed = 12f;
 public float gravity = -9.81f;
 public float jumpHeight = 3f;
 public float times = 6;

 public Transform groundCheck;
 public float groundDistance = 0.4f;
 public LayerMask groundMask;

 Vector3 velocity;

 bool isGrounded;

 void Update()
 {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
     if (isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
     }
     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");
     Vector3 move = transform.right * x + transform.forward * z;
     controller.Move(move * speed * Time.deltaTime);

     if (Input.GetButtonDown("Jump") && isGrounded)
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }

     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);

    if (Input.GetKeyDown(KeyCode.C) )
     {
         controller.height = 2f;
       Debug.Log(Time.time);
 }
 if (Time.time > times && Time.time < 6.1f)

{
controller.height = 3.8f; } }

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Answer by TheGalacticShaman · Jan 12, 2020 at 12:11 AM

You could use a coroutine to do this :) You just call it when the button is pressed byt using "startcoroutine(Slide())".

Something like:

     IEnumerator Slide()
     {
         if (!canSlide) //This checks to see if you are currently sliding. If you are, it wont run again.
         {
             yield break;         
         }
 
         canSlide = false; 
 
         float counter = 0f; //This is the timer. It starts at 0
         float duration = 1f; //This is the length of time the slide will happen for
 
         while (counter < duration) //for one second, the controller height will be 2f
         {
             counter += Time.deltaTime;
             controller.height = 2f;
             yield return null;
         }
 //Afterwards, the height will be set back to normal here
         controller.height = ; //Put your regular controller height here 
         canSlide = true;     
     }
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