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Question by BevDev · Nov 12, 2018 at 11:56 PM · physicsrigidbody.addforcerigidbody.velocity

How do I do rigidbody.velocity while ignoring one axis?

Hey! I have made a first person shooter controller using rigidbody.velocity. The x and z movement is fine, but when I add a force to the y axis to jump, the character teleports upward, and slowly glides down.

 using UnityEngine;
 
 public class PlayerMove : MonoBehaviour
 {
 
     public float speed = 500f;
 
     public float jumpPower = 10f;
 
     void Update()
     {
         if(Input.GetKey(KeyCode.Space) && Physics.Raycast(transform.position, Vector3.down, 1.05f))
         {
             GetComponent<Rigidbody>().AddForce(0f, jumpPower, 0f);
         }
 
         GetComponent<Rigidbody>().velocity = transform.TransformDirection(Vector3.forward)*(Input.GetAxis("Vertical")*speed*Time.deltaTime) + transform.TransformDirection(Vector3.right)*(Input.GetAxis("Horizontal")*speed*Time.deltaTime);
     }
 }

This happens because rigidbody.velocity sets the y velocity to 0 constantly. To solve this, I need the rigidbody.velocity line to ignore changing the y velocity. I tried using this method,

rigidbody.velocity = new Vector3(~~~, rigidbody.velocity.y, ~~~))

This doesn't work. If you have anything on this, please tell me. Thanks a lot!

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avatar image BevDev · Nov 12, 2018 at 11:59 PM 0
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EDIT: The, + new Vector3(0f, jump, 0f), in the rigidbody.velocity isn't supposed to be there. Accidentally left that in when I was trying some things. ;p

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