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Question by drunkenoodle · Jan 19, 2012 at 05:31 PM · physicscharactercontrollerjump

A more realistic jump using CharacterController

Hello, I've set up a basic character with all movements covered including jump. Only problem is, the jumping motion feels a little too unrealistic for my tastes. I had a look at using a Rigidbody, although I was a little put off when Unity mentioned that it's best to use a CharacterController for controls, etc.

At present I've got a real basic script that handles the jump, but is there any way in which to make things a little more 'natural'? I figure that jumping is followed by some sort of velocity, especially on returning to the floor?

 if(jumping){
     charController.Move(transform.up * gravityFall * Time.deltaTime);
     gravityFall -= gravity * Time.deltaTime;     
     
     if(charController.isGrounded){ 
         jumping = false;
         gravityFall = 0;
     }
 }

Many thanks guys!

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