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Question by john_wujeck · Oct 06, 2018 at 05:24 PM · terraincharactercharactercontroller

Place character on the ground

Hi. Anyone how to fix this? When I press the 'W' key the character will walk but my character goes up a little. As you can on the screenshot, the character is not on the terrain's ground. How can I place the character on the ground? alt text

So far, this code I used:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class CharacterMovement : MonoBehaviour {
 
     public Transform playerCam, character, centerPoint;
     private float mouseX, mouseY;
     public float mouseSensitivity = 10f;
     public float mouseYPosition = 1f;
     private float moveFB, moveLR;
     public float moveSpeed = 2f;
     private float zoom;
     public float zoomSpeed = 2;
     public float zoomMin = -2f;
     public float zoomMax = -30f;
     public float rotationSpeed = 5f;
 
     void Start() {
         zoom = -30;
     }
 
     void Update() {
         zoom += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
         if(zoom > zoomMin) {
             zoom = zoomMin;
         }
 
         if(zoom < zoomMax) {
             zoom = zoomMax;
         }
 
         playerCam.transform.localPosition = new Vector3 (0, 3, zoom);
 
         if(Input.GetMouseButton(1)) {
             mouseX += Input.GetAxis("Mouse X") * mouseSensitivity;
             mouseY -= Input.GetAxis("Mouse Y") * mouseSensitivity;
         }
         
         mouseY = Mathf.Clamp(mouseY, -60f, 60f);
         playerCam.LookAt(centerPoint);
         centerPoint.localRotation = Quaternion.Euler(mouseY, mouseX, 0);
 
         moveFB = Input.GetAxis("Vertical") * moveSpeed;
         moveLR = Input.GetAxis("Horizontal") * moveSpeed;
 
         Vector3 movement = new Vector3(moveLR, 0, moveFB);
         movement = character.rotation * movement;
         character.GetComponent<CharacterController> ().Move(movement * Time.deltaTime);
         centerPoint.position = new Vector3(character.position.x, character.position.y + mouseYPosition, character.position.z);
 
         if (Input.GetAxis ("Vertical") > 0 | Input.GetAxis ("Vertical") < 0) {
  
             Quaternion turnAngle = Quaternion.Euler (0, centerPoint.eulerAngles.y, 0);
             character.rotation = Quaternion.Slerp (character.rotation, turnAngle, Time.deltaTime * rotationSpeed);
  
         }
     }
 }


character.png (244.9 kB)
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Answer by hexagonius · Oct 06, 2018 at 07:16 PM

the visual representation should be independent from the collision or movement logic. if the character is too high, pause the game, move it down, memorize the y value of the transform, stop the game and enter that value. the visual is hopefully a child of the collider so it should be easy to adjust.

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