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Gravity not working
Hello,
I've been struggling with this for multiple days now, I'm creating a 3rd person game in the style of tomb raider so I really need this to work. maybe a rigidbody might be a better bet for me, however i don't have any experience with those
I would really appreciate someone to take a look at my code and tell me what is wrong with it.
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6f;
public float gravity = 9.81f;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;
// Update is called once per frame
void Update()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
if (!controller.isGrounded)
{
direction.y -= gravity * Time.deltaTime;
}
if(direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
Answer by jackmw94 · Nov 08, 2020 at 08:37 PM
I think there's a little daisy chain of problems here:
First of all, I've found isGrounded to be hard to use: it works by testing whether there is a collision at the bottom of the model. Always found this to be awkward to setup in practice.
Secondly, I think you're using gravity, the acceleration, as a speed. Looking into suvat equations might help with what you're trying to achieve.
But the crux of the issue is that you never use your y component of the direction, all it ever does is cause direction.magnitude >= 0.1f to evaluate to true then after that it just uses the x and z components to find your angle and move in that direction.
This means that if you're not grounded then it will edge in the global 'forwards' direction; given x and z both being 0 the angle will also be zero and then moveDir will just be an unrotated Vector3.forward.
What you're trying to do isn't easy - all I mean by that is don't be afraid to look up other people's player physics scripts to copy/get ideas from!