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Question by Persona · Jun 17, 2010 at 06:28 AM · movementcharactercontrollerfloathovering

How to Gently float up?

I am working on a game my senior project where I need to make a game object that the character controls float into the air to a set height at the most when you move it in any direction but falls slowly back to earth. I was attempting to use the move script in character controller:

/// This script moves the character controller forward /// and sideways based on the arrow keys. /// It also jumps when pressing space. /// Make sure to attach a character controller to the same game object. /// It is recommended that you make only one call to Move or SimpleMove per frame. var speed = 6.0; var jumpSpeed = 8.0; var gravity = 20.0;

private var moveDirection = Vector3.zero;

function FixedUpdate() { var controller : CharacterController = GetComponent(CharacterController); if (controller.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed;

if (Input.GetButton ("Jump")) { moveDirection.y = jumpSpeed; } }

// Apply gravity moveDirection.y -= gravity * Time.deltaTime;

// Move the controller controller.Move(moveDirection * Time.deltaTime); }

By altering the line of code here:

moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
    Input.GetAxis("Vertical"));

By replacing the 0 with another number, but all that did is make it bounce upon hitting the ground.

Are there any suggestions that can help me?

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Answer by StephanK · Jun 17, 2010 at 09:18 AM

This happens because the moving code is inside a check for controller.isGrounded. So your moving code is only executed when your character touches the ground.

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avatar image Persona · Jun 18, 2010 at 06:35 PM 0
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Yeah but if I remove the isGrounded portion then it will float up continuously.

avatar image StephanK · Jun 18, 2010 at 08:22 PM 0
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That's because you told it to by setting the "up" or y component of the vector to a fixed value. If you do this you have to add a check after moving the object and check if transform.position.y is > your maxHeigth and if it is set y to maxHeight.

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