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Slide Down Walls
Alright, so I have just got into unity so I have been copy and pasting code and then looking over it thoroughly to see what makes it work. This code is mainly from the unity wiki. I am trying to make my character have a different gravity or increased friction on certain game objects like walls. I have tried many things, but none of them work, do you guys have any suggestions? The part I am writing is at the very bottom. I can get it to print "COOL" and jump, but it will not slow velocity.
// Does this script currently respond to Input? var canControl = true;
// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints. var spawnPoint : Transform;
class PlatformerControllerMovement { // The speed when walking var walkSpeed = 3.0; // when pressing "Fire1" button (control) we start running var runSpeed = 10.0;
var inAirControlAcceleration = 1.0;
// The gravity for the character
var gravity = 60.0;
var maxFallSpeed = 20.0;
// How fast does the character change speeds? Higher is faster.
var speedSmoothing = 5.0;
// This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
var rotationSmoothing = 10.0;
// The current move direction in x-y. This will always been (1,0,0) or (-1,0,0)
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var direction = Vector3.zero;
// The current vertical speed
@System.NonSerialized
var verticalSpeed = 0.0;
// The current movement speed. This gets smoothed by speedSmoothing.
@System.NonSerialized
var speed = 0.0;
// Is the user pressing the left or right movement keys?
@System.NonSerialized
var isMoving = false;
// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags;
// We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
@System.NonSerialized
var velocity : Vector3;
// This keeps track of our current velocity while we're not grounded?
@System.NonSerialized
var inAirVelocity = Vector3.zero;
// This will keep track of how long we have we been in the air (not grounded)
@System.NonSerialized
var hangTime = 0.0;
}
var movement : PlatformerControllerMovement;
// We will contain all the jumping related variables in one helper class for clarity. class PlatformerControllerJumping { // Can the character jump? var enabled = true;
// How high do we jump when pressing jump and letting go immediately
var height = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight = 4.1;
var doubleJumpHeight = 2.1;
// This prevents inordinarily too quick jumping
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var repeatTime = 0.05;
@System.NonSerialized
var timeout = 0.15;
// Are we jumping? (Initiated with jump button and not grounded yet)
@System.NonSerialized
var jumping = false;
// Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )
@System.NonSerialized
var doubleJumping = false;
// Can we make a double jump ( we can't make two double jump or more at the same jump )
@System.NonSerialized
var canDoubleJump = false;
@System.NonSerialized
var reachedApex = false;
// Last time the jump button was clicked down
@System.NonSerialized
var lastButtonTime = -10.0;
// Last time we performed a jump
@System.NonSerialized
var lastTime = -1.0;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartHeight = 0.0;
}
var jump : PlatformerControllerJumping;
private var controller : CharacterController;
// Moving platform support. private var activePlatform : Transform; private var activeLocalPlatformPoint : Vector3; private var activeGlobalPlatformPoint : Vector3; private var lastPlatformVelocity : Vector3;
// This is used to keep track of special effects in UpdateEffects (); private var areEmittersOn = false;
function Awake () { movement.direction = transform.TransformDirection (Vector3.forward); controller = GetComponent (CharacterController); Spawn (); }
function Spawn () { // reset the character's speed movement.verticalSpeed = 0.0; movement.speed = 0.0;
// reset the character's position to the spawnPoint
transform.position = spawnPoint.position;
}
function OnDeath () { Spawn (); }
function UpdateSmoothedMovementDirection () {
var h = Input.GetAxisRaw ("Horizontal");
if (!canControl)
h = 0.0;
movement.isMoving = Mathf.Abs (h) > 0.1;
if (movement.isMoving)
movement.direction = Vector3 (h, 0, 0);
// Grounded controls
if (controller.isGrounded) {
// Smooth the speed based on the current target direction
var curSmooth = movement.speedSmoothing * Time.deltaTime;
// Choose target speed
var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
// Pick speed modifier
if (Input.GetButton ("Fire2") && canControl)
targetSpeed *= movement.runSpeed;
else
targetSpeed *= movement.walkSpeed;
movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
movement.hangTime = 0.0;
}
else {
// In air controls
movement.hangTime += Time.deltaTime;
if (movement.isMoving)
movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
}
} private var myTransform : Transform; private var fallStartLevel : float; private var moveDirection = Vector3.zero;
function Start () {
oldPos = transform.position;
myTransform = transform;
}
function FixedUpdate () {
// Make sure we are absolutely always in the 2D plane.
transform.position.z = 0;
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
if (grounded) {
if (falling) {
falling = false;
if (myTransform.position.y < (jump.lastStartHeight - fallingDamageThreshold))
FallingDamageAlert (jump.lastStartHeight - myTransform.position.y);
} else { if (!falling) { falling = true; fallStartLevel = myTransform.position.y;
}
}
}
}
function ApplyJumping () { // Prevent jumping too fast after each other if (jump.lastTime + jump.repeatTime > Time.time) return;
if (controller.isGrounded) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
movement.inAirVelocity = lastPlatformVelocity;
SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
function ApplyGravity () { // Apply gravity var jumpButton = Input.GetButton ("Jump");
if (!canControl)
jumpButton = false;
// When we reach the apex of the jump we send out a message
if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
jump.reachedApex = true;
falling = true;
print ("jump"); fallStartLevel = myTransform.position.y ;
SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
// if we are jumping and we press jump button, we do a double jump or
// if we are falling, we can do a double jump to
// if we can do a double jump, and we press the jump button, we do a double jump
if ( jump.canDoubleJump && Input.GetButtonDown("Jump") && !IsTouchingCeiling () ){
jump.doubleJumping=true;
movement.verticalSpeed = CalculateJumpVerticalSpeed( jump.doubleJumpHeight );
jump.canDoubleJump = false;
}
// * When jumping up we don't apply gravity for some time when the user is holding the jump button
// This gives more control over jump height by pressing the button longer
var extraPowerJump = jump.jumping && !jump.doubleJumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();
if (extraPowerJump)
return;
else if (controller.isGrounded){
movement.verticalSpeed = -movement.gravity * Time.deltaTime;
jump.canDoubleJump = false;
}
else
movement.verticalSpeed -= movement.gravity * Time.deltaTime;
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);
}
function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 targetJumpHeight movement.gravity); }
function DidJump () { jump.jumping = true; jump.reachedApex = false; jump.lastTime = Time.time; jump.lastStartHeight = transform.position.y; jump.lastButtonTime = -10; }
function Update () { if (Input.GetButtonDown ("Jump") && canControl) { jump.lastButtonTime = Time.time; }
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Moving platform support
if (activePlatform != null) {
var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
transform.position = transform.position + moveDistance;
lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
} else {
lastPlatformVelocity = Vector3.zero;
}
activePlatform = null;
// Save lastPosition for velocity calculation.
lastPosition = transform.position;
// Calculate actual motion
var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
currentMovementOffset *= Time.deltaTime;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
// Moving platforms support
if (activePlatform != null) {
activeGlobalPlatformPoint = transform.position;
activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
}
// Set rotation to the move direction
if (movement.direction.sqrMagnitude > 0.01)
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);
// We are in jump mode but just became grounded
if (controller.isGrounded) {
movement.inAirVelocity = Vector3.zero;
if (jump.jumping) {
jump.jumping = false;
jump.doubleJumping = false;
jump.canDoubleJump = false;
SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);
var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
if (jumpMoveDirection.sqrMagnitude > 0.01)
movement.direction = jumpMoveDirection.normalized;
}
}
// Update special effects like rocket pack particle effects
}
function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.moveDirection.y > 0.01) return;
// Make sure we are really standing on a straight platform
// Not on the underside of one and not falling down from it either!
if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
activePlatform = hit.collider.transform;
}
}
// Various helper functions below: function GetSpeed () { return movement.speed; }
function GetVelocity () { return movement.velocity; }
function IsMoving () { return movement.isMoving; }
function IsJumping () { return jump.jumping; }
function IsDoubleJumping () { return jump.doubleJumping; }
function canDoubleJump () { return jump.canDoubleJump; }
function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; }
function GetDirection () { return movement.direction; }
function GetHangTime() { return movement.hangTime; }
function Reset () { gameObject.tag = "Player"; }
function SetControllable (controllable : boolean) { canControl = controllable;
}
var prefabExplosion:Transform;
function OnDamage()
{ // create an explosion Instantiate(prefabExplosion, transform.position, Quaternion.identity); // send off a message about our death, who knows where it will end up // (this is a good thing) new MessagePlayerDie(); // destroy ourselves Destroy(gameObject); }
// receive a MessagePlayerJump
var wallMaxFallSpeed = 5.0;
var fallingDamageThreshold = 10.0; private var falling = false;
function FallingDamageAlert (fallDistance : float) {
print ("sup");
print ("Ouch! Fell " + fallDistance + " units!");
}
function OnTriggerEnter(other:Collider)
{ // if our trigger is touching an objec with tag "Player"
if(other.gameObject.CompareTag("wall"))
{
moveDirection.y *= wallMaxFallSpeed;
print("COOL");
if(Input.GetButton("Jump"))
{
jump.canDoubleJump = true;
}
} }
function OnTriggerExit(other:Collider) { // if our trigger is touching an objec with tag "Player"
if(other.gameObject.CompareTag("wall"))
{
print("COOL");
if(Input.GetButton("Jump"))
{
jump.canDoubleJump = false;
}
} } // Require a character controller to be attached to the same game object @script RequireComponent (CharacterController)
Thanks for any advice.
Answer by Loius · Oct 30, 2010 at 06:35 PM
What you want to do is, instead of moveDirection.y =, create a new variable called "inWallSlide" or some such, and set that to true there (and set it to false in triggerExit). Then, when you calculate moveDirection.y in your update, if ( inWallSlide ) { moveDirect.y = slowdown; } should set you up nicely. Obviously replace "slowdown" with whatever it is you want the character to be slowed by.
Another option is to also not apply gravity when inWallSlide - so, if ( inWallSlide ) {set speed to slow fall speed} else {apply gravity}.
Answer by Macdude2 · Nov 07, 2010 at 11:28 PM
Hey, replaced the bottom part of the code with this and the player is not even affected by it. I also tried setting maxFallSpeed to one when touching the trigger, but that does not work either. I have no idea what to do.
Thanks for any help.
@System.NonSerialized
var wallSlide = false;
function OnTriggerEnter(other:Collider)
{ // if our trigger is touching an objec with tag "Player"
if(other.gameObject.CompareTag("bouncy")) { wallSlide = true; moveDirection.y *= 2000;
print("COOL");
if(Input.GetButton("Jump"))
{
jump.canDoubleJump = true;
}
} }
function OnTriggerExit(other:Collider) { // if our trigger is touching an objec with tag "Player"
if(other.gameObject.CompareTag("wall")) {
wallSlide = false;
print("COOL");
if(Input.GetButton("Jump"))
{
jump.canDoubleJump = false;
}
print("this");
} }
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