Question by
Popcane · Apr 02 at 05:34 PM ·
errorjumping objectresponse
Can't Make Character Jump
Hi, I posted a while ago about not being able to make my character jump. I have declared a jump function and have it mapped to spacebar but when I try to do it nothing happens. Someone indicated to me that it might be a problem with the vertical velocity and gravity but I didn't understand it. Any help would be appreciated. Here's the code:
public class ThirdPersonScript : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6;
public float gravity = -9.81f;
public float jumpHeight = 3;
Vector3 velocity;
bool isGrounded;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
float turnSmoothVelocity;
public float turnSmoothTime = 0.1f;
//Reference to InputActions script
private PlayerActionControls playerActionControls;
//Reference to animator component
private Animator animator;
//Called once at start
private void Awake()
{
playerActionControls = new PlayerActionControls();
animator = GetComponent<Animator>();
}
private void OnEnable()
{
playerActionControls.Enable();
}
private void OnDisable()
{
playerActionControls.Disable();
}
// Update is called once per frame
void Update()
{
Move();
Jump();
}
private void Jump()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
}
private void Move()
{
//gravity
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
//walk
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
//Read the movement value
Vector2 movementInput = playerActionControls.Player.Move.ReadValue<Vector2>();
//Move the player
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
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);
}
//Setting "Run" bool in animator
if (Mathf.Approximately(movementInput.sqrMagnitude, 0) == false) animator.SetBool("Run", true);
else animator.SetBool("Run", false);
}
}
Thanks.
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