Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by thepizzadude · Mar 28, 2017 at 06:48 PM · c#booleanfps controllercrouchcrouching

[C#] playerHeight not working for FPS Controller

Hey, I've got this script running for my FPS controller:

 using UnityEngine;
 using System.Collections;
 
 public class SimpleController : MonoBehaviour
 {
 
     public float speed = 2f;
     public float sprintMult = 2f;
     public float sensitivity = 2f;
     CharacterController player;
 
     public GameObject eyes;
 
     float moveFB;
     float moveLR;
 
     float rotX;
     float rotY;
     float vertVelocity;
 
     public float jumpDist = 5f;
     public int jumpTimes;
 
     public float playerHeight = 2f;
 
     private bool isCrouching;
     private bool canJump;
 
 
     // Use this for initialization
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
         player = GetComponent<CharacterController>();
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown("escape")) Cursor.lockState = CursorLockMode.None;
         moveFB = Input.GetAxis("Vertical") * speed;
         moveLR = Input.GetAxis("Horizontal") * speed;
 
         rotX = Input.GetAxis("Mouse X") * sensitivity;
         rotY -= Input.GetAxis("Mouse Y") * sensitivity;
 
         rotY = Mathf.Clamp(rotY, -90f, 90f);
 
         Vector3 movement = new Vector3(moveLR, vertVelocity, moveFB);
         transform.Rotate(0, rotX, 0);
         eyes.transform.localRotation = Quaternion.Euler(rotY, 0, 0);
         //eyes.transform.Rotate (-rotY, 0, 0);
 
         movement = transform.rotation * movement;
         player.Move(movement * Time.deltaTime);
 
         if (player.isGrounded == true)
         {
             canJump = true;
             jumpTimes = 0;
         }
 
         if (jumpTimes < 1)
         {
             if (Input.GetButtonDown("Jump"))
             {
                 vertVelocity += jumpDist;
                 jumpTimes += 1;
                 canJump = false;
             }
         }
 
         if (Input.GetButtonDown("Crouch"))
         {
             if (!isCrouching && canJump)
             {
                 speed = 2f;
                 player.height = 1f;
                 isCrouching = true;
             }
 
         }
 
         if (Input.GetButtonUp("Crouch"))
         {
             if (isCrouching && canJump)
             {
                 speed = 5f;
                 player.height = 2f;
                 isCrouching = false;
             }
         }
 
         if (Input.GetButtonDown("Sprint"))
         {
             speed *= sprintMult;
         }
         if (Input.GetButtonUp("Sprint"))
         {
             speed /= sprintMult;
         }
         if (!canJump && !isCrouching)
         {
             vertVelocity += Physics.gravity.y * Time.deltaTime;
         }
         else
         {
             vertVelocity = 0f;
         }
 
     }
 
 
 }

What happens is that when I press crouch the player's speed decreases, the boolean isCrouching turns true but his height continues the same. What I found out is that if I swap !canJump with !player.isGrounded in the last if, it works: I can crouch perfectly. The problem there is that the jumping only works sometimes and I have to spam the spacebar in order to jump.

So what's going on here? Doesn't make any sense to me.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by thepizzadude · Mar 29, 2017 at 09:20 PM

Bump Bump Bump Bump Bump

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by BloodRayne89 · Apr 12, 2017 at 05:00 PM

Hey, just got messing with your script and I think I might found a solution. Why don't you translate the eyes transform? You can change how high or low the eyes would be.

        if (Input.GetButtonDown("Crouch"))
         {
             if (!isCrouching && canJump)
             {
                 speed = 2f;
                 player.height = 1f;
                 isCrouching = true;
                 eyes.transform.Translate(0, -0.4F, 0);
             }
 
         }
 
         if (Input.GetButtonUp("Crouch"))
         {
             if (isCrouching && canJump)
             {
                 speed = 5f;
                 player.height = 2f;
                 isCrouching = false;
                 eyes.transform.Translate(0, +0.4F, 0);
             }
         }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

327 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

FPS Jump Help 0 Answers

how to keep an animation condition after Application.loadLevel 0 Answers

Not all paths return a value 1 Answer

Correctly smooth crouch script? 2 Answers

PLEAASEE I NEED HELP!!! How to turn Mesh Renderer of cubes on and off by pushing buttons? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges