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Question by carrotboardgame · Aug 29, 2021 at 04:31 AM · jumpmovement scriptjumpingplatformer

This script doesn't make smooth jump why ?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public float moveSpeed;
     // public Rigidbody theRB;
     public float jumpForce;
     public CharacterController controller;
     public float gravityScale;
 
     private Vector3 moveDirection;
 
     // Start is called before the first frame update
     void Start()
     {
         // theRB = GetComponent<Rigidbody>(); 
         controller = GetComponent<CharacterController>();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {   
         
         /* theRB.velocity = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, theRB.velocity.y, Input.GetAxis("Vertical") * moveSpeed);
 
         if (Input.GetButtonDown("Jumps"))
         {
             theRB.velocity = new Vector3(theRB.velocity.x, jumpForce, theRB.velocity.z);
         } */
 
         //moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, moveDirection.y, Input.GetAxis("Vertical") * moveSpeed);
 
         moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
         moveDirection = moveDirection.normalized * moveSpeed;
 
         if (controller.isGrounded)
         {   
             
             moveDirection.y = 0f;
             if (Input.GetButtonDown("Jump"))
             {
 
                 moveDirection.y = jumpForce;
             }
 
         }
         moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale);
         controller.Move(moveDirection * Time.deltaTime);
         
     }
 }

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Answer by carrotboardgame · Aug 29, 2021 at 07:13 AM

I use that but it returns an error like this : error CS1612 Can't return because it is not a variable.

@GeroNL

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avatar image GeroNL · Aug 29, 2021 at 07:46 AM 0
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Ah sorry, it's for Rigidbody.


Try like this, in your lines:

  if (controller.isGrounded)
      {   
          
          moveDirection.y = 0f;
          if (Input.GetButtonDown("Jump"))
          {
 
              moveDirection.y = jumpForce;
          }
 
      }
      moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale);

change it like this:

 if (controller.isGrounded)
      {   
          moveDirection.y = 0f;
          if (Input.GetButtonDown("Jump"))
          {
              moveDirection.y = jumpForce;
          }
          
 
      }
 else
 {
     //gravityScale is positive value 0 ~ 1000 or more
     moveDirection.y = moveDirection.y +( Physics.gravity.y * gravityScale );
 } 

Or you can use AnimatioCurve on it, see about Animation Curve and implment it to jump.

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Answer by GeroNL · Aug 29, 2021 at 07:05 AM

Hello, i think you just need to set the velocity of controller, like this :

  if (controller.isGrounded && Input.GetButtonDown("Jump"))
  {   
      controller.velocity.y = 10;        
  }

no need controller.move except for force movement x and z. you can controlling the gravity in project setting -> physics and find value of gravity y. it's already have default value on it.

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