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Question by
wilvis_unity · May 18 at 09:30 AM ·
raycast3dmovement scriptwallsforcemode
Running on Walls making my movement weird
Hi, I have coded the unity movement for my character. I made it so they can wall run bit it seems that wall running is somehow making my character walk weird. After wall running (if I wall run with the wall on my right) it will apply a force 90 degrees when I'm walking on the ground. The unknown force changes when each button is pressed (is W then apply both the W force and a force pushing it to the right). And the same happens with running on the left wall but it is at a -90 degree angle. Please help I've been stuck on this for a whole week. Thanks
This is the movement code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveChar : MonoBehaviour
{
[Header("Movement")]
float moveSpeed;
[SerializeField] float walkSpeed;
[SerializeField] float sprintSpeed;
[SerializeField] float slideSpeed;
[SerializeField] float wallRunSpeed;
float desiredMoveSpeed;
float lastDesiredMoveSpeed;
[SerializeField] float groundDrag;
[Header("Jumping")]
[SerializeField] float jumpForce;
[SerializeField] float jumpCoolDown;
[SerializeField] float airMultiplier;
bool readyToJump;
[HideInInspector] public bool doubleJump;
[Header("Crouching")]
[SerializeField] float crouchSpeed;
[SerializeField] float crouchYScale;
float crouchYStart;
bool exitingJump;
[Header("Slope Check")]
[SerializeField] float maxSlope;
RaycastHit slopeHit;
[Header("Ground Check")]
[SerializeField] float playerHeight;
[SerializeField] LayerMask whatIsGround;
bool grounded;
[Header("Keybinds")]
KeyCode jumpKey = KeyCode.Space;
KeyCode walkKey = KeyCode.LeftShift;
KeyCode crouchKey = KeyCode.C;
[SerializeField] Transform orientation;
[SerializeField] Transform camRotate;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;
MovementState state;
enum MovementState
{
walking,
sprinting,
crouching,
sliding,
wallRunning,
air
}
[HideInInspector] public bool sliding;
[HideInInspector] public bool wallRunning;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
ResetJump();
crouchYStart = transform.localScale.y;
}
// Update is called once per frame
void Update()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
StateHandler();
if (grounded)
{
rb.drag = groundDrag;
}
else
{
rb.drag = 0;
}
}
private void FixedUpdate()
{
MovePlayer();
}
void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
if (Input.GetKeyDown(jumpKey) && readyToJump && (grounded || doubleJump))
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCoolDown);
}
if (grounded && !Input.GetKey(jumpKey))
{
doubleJump = false;
}
if (Input.GetKeyDown(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
}
if (Input.GetKeyUp(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, crouchYStart, transform.localScale.z);
}
}
void StateHandler()
{
if (wallRunning)
{
state = MovementState.wallRunning;
desiredMoveSpeed = wallRunSpeed;
doubleJump = false;
}
if (sliding)
{
state = MovementState.sliding;
if (OnSlope() && rb.velocity.y < 0.1f)
{
desiredMoveSpeed = slideSpeed;
}
else
{
desiredMoveSpeed = sprintSpeed;
}
}
else if (Input.GetKey(crouchKey))
{
state = MovementState.crouching;
desiredMoveSpeed = crouchSpeed;
}
else if (grounded && Input.GetKey(walkKey))
{
state = MovementState.walking;
desiredMoveSpeed = walkSpeed;
}
else if (grounded)
{
state = MovementState.sprinting;
desiredMoveSpeed = sprintSpeed;
}
else
{
state = MovementState.air;
}
if (Mathf.Abs(desiredMoveSpeed - lastDesiredMoveSpeed) > 4f && moveSpeed != 0)
{
StopAllCoroutines();
StartCoroutine(SmoothlyLerpMoveSpeed());
}
else
{
moveSpeed = desiredMoveSpeed;
}
lastDesiredMoveSpeed = desiredMoveSpeed;
}
IEnumerator SmoothlyLerpMoveSpeed()
{
float time = 0;
float difference = Mathf.Abs(desiredMoveSpeed - moveSpeed);
float startValue = moveSpeed;
while (time < difference)
{
moveSpeed = Mathf.Lerp(startValue, desiredMoveSpeed, time / difference);
time += Time.deltaTime;
yield return null;
}
moveSpeed = desiredMoveSpeed;
}
void MovePlayer()
{
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if (OnSlope() && !exitingJump)
{
rb.AddForce(GetSlopeMoveDirection(moveDirection) * moveSpeed * 20f, ForceMode.Force);
if (rb.velocity.y > 0)
{
rb.AddForce(Vector3.down * 80f, ForceMode.Force);
}
}
else if (grounded)
{
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
}
else if (!grounded)
{
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
}
if (!wallRunning)
{
rb.useGravity = !OnSlope();
}
}
void SpeedControl()
{
if (OnSlope() && !exitingJump)
{
if (rb.velocity.magnitude > moveSpeed)
{
rb.velocity = rb.velocity.normalized * moveSpeed;
}
}
else
{
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
if (flatVel.magnitude > moveSpeed)
{
Vector3 limitVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitVel.x, rb.velocity.y, limitVel.z);
}
}
}
void Jump()
{
exitingJump = true;
rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
doubleJump = !doubleJump;
}
void ResetJump()
{
readyToJump = true;
exitingJump = false;
}
public bool OnSlope()
{
if (Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal);
return angle < maxSlope && angle != 0;
}
return false;
}
public Vector3 GetSlopeMoveDirection(Vector3 direction)
{
return Vector3.ProjectOnPlane(direction, slopeHit.normal).normalized;
}
}
This is the wall running code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallRunning : MonoBehaviour
{
[Header("Wallrunning")]
[SerializeField] LayerMask whatIsRunAble;
[SerializeField] LayerMask whatIsGround;
[SerializeField] float wallRunForce;
[SerializeField] float wallRunUpForce;
[SerializeField] float wallRunSideForce;
[SerializeField] float wallClimbSpeed;
[Header("Input")]
KeyCode jumpKey = KeyCode.Space;
float horizontalInput;
float verticalInput;
[Header("Detection")]
[SerializeField] float wallCheckDistance;
[SerializeField] float minJumpHeight;
RaycastHit leftWallHit;
RaycastHit rightWallHit;
bool wallLeft;
bool wallRight;
[Header("Exiting")]
[SerializeField] float exitWallTime;
bool exitingWall;
float exitWallTimer;
[Header("Gravity")]
[SerializeField] bool useGravity;
[SerializeField] float gravityCounterForce;
[Header("References")]
[SerializeField] Transform orientation;
MoveChar mc;
Rigidbody rb;
[SerializeField] Transform cam;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
mc = GetComponent<MoveChar>();
}
// Update is called once per frame
void Update()
{
CheckForWall();
StateMachine();
}
private void FixedUpdate()
{
if (mc.wallRunning)
{
WallRunMove();
}
}
void CheckForWall()
{
wallRight = Physics.Raycast(transform.position, orientation.right, out rightWallHit, wallCheckDistance, whatIsRunAble);
wallLeft = Physics.Raycast(transform.position, -orientation.right, out leftWallHit, wallCheckDistance, whatIsRunAble);
}
bool AboveGround()
{
return !Physics.Raycast(transform.position, Vector3.down, minJumpHeight, whatIsGround);
}
void StateMachine()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
if ((wallLeft || wallRight) && verticalInput > 0 && AboveGround() && !exitingWall)
{
if (Input.GetKeyDown(jumpKey))
{
WallJump();
}
}
if ((wallLeft || wallRight) && verticalInput > 0 && AboveGround() && !exitingWall)
{
if (!mc.wallRunning)
{
StartWallRun();
}
}
else if (exitingWall)
{
if (mc.wallRunning)
{
StopWallRun();
}
if (exitWallTimer > 0)
{
exitWallTimer -= Time.deltaTime;
}
if (exitWallTimer <= 0)
{
exitingWall = false;
}
}
else
{
if (mc.wallRunning)
{
StopWallRun();
}
}
}
void StartWallRun()
{
mc.wallRunning = true;
rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
if (wallRight)
{
cam.localRotation = Quaternion.Euler(0, 0, 10f);
}
if (wallLeft)
{
cam.localRotation = Quaternion.Euler(0, 0, -10f);
}
}
void WallRunMove()
{
rb.useGravity = useGravity;
Vector3 wallNormal = wallRight ? rightWallHit.normal : leftWallHit.normal;
Vector3 wallForward = Vector3.Cross(wallNormal, transform.up.normalized);
if ((orientation.forward - wallForward).magnitude > (orientation.forward - -wallForward).magnitude)
{
wallForward = -wallForward;
}
rb.AddForce(wallForward * wallRunForce, ForceMode.Force);
/*if (!(wallLeft && horizontalInput > 0) && !(wallRight && horizontalInput < 0))
{
rb.AddForce(-wallNormal * 100, ForceMode.Force);
}
if (useGravity)
{
rb.AddForce(transform.up * gravityCounterForce, ForceMode.Force);
}*/
}
void StopWallRun()
{
mc.wallRunning = false;
cam.localRotation = Quaternion.Euler(0, 0, 0);
}
void WallJump()
{
exitingWall = true;
exitWallTimer = exitWallTime;
Vector3 wallNormal = wallRight ? rightWallHit.normal : leftWallHit.normal;
Vector3 forceToApply = transform.up * wallRunUpForce + wallNormal * wallRunSideForce;
rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
rb.AddForce(forceToApply, ForceMode.Impulse);
mc.doubleJump = !mc.doubleJump;
}
}
Thank you soooooooo much for any help
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