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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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