Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Latedi · Oct 17, 2012 at 04:52 PM · collisioncharactercontrollerfalling

Collision and character controllers

I have a simple character with collision and a rigidbody and some static boxes without rigidbodies which makes up the level. The character however falls through the boxes. Now this might seem simple enough, I Just need to add a character controller right. The problem is that I want my character to be capable of flying and I don't really care about jumping or sliding on slopes. Is there any way for me to create terran collision like this? I assume I'd have to program physics by myself and that's maybe not such a good idea considering I'm not really a good programmer. So, what can I do to remedy this...?

Here's my movement script if anyone is interested

 using UnityEngine;
 using System.Collections;
 
 /// <summary>
 /// Movement.
 /// 
 /// This script controls the player movement.
 /// </summary>
 
 public class Movement : MonoBehaviour {
     
     public int acceleration = 20;
     private Vector3 velocityToBeApplied;
     private Transform playerTransform;
     private int stopSpeed = 3;
 
     // Use this for initialization
     void Start ()
     {
         if(networkView.isMine == true)
         {
             velocityToBeApplied = Vector3.zero;
             playerTransform = transform;
         }
         else
         {
             enabled = false;
         }
     }
     
     // Update is called once per frame
     void Update ()
     {
         if(Input.GetButton("MoveLeft"))
         {
             velocityToBeApplied = new Vector3((velocityToBeApplied.x - acceleration) * Time.deltaTime,
                                                 velocityToBeApplied.y, velocityToBeApplied.z);
         }
         
         if(Input.GetButton("MoveRight"))
         {
             velocityToBeApplied = new Vector3((velocityToBeApplied.x + acceleration) * Time.deltaTime,
                                                 velocityToBeApplied.y, velocityToBeApplied.z);
         }
         
         if(Input.GetButton("MoveForward"))
         {
             velocityToBeApplied = new Vector3(velocityToBeApplied.x, velocityToBeApplied.y,
                                                 (velocityToBeApplied.z + acceleration) * Time.deltaTime);
         }
         
         if(Input.GetButton("MoveBackwards"))
         {
             velocityToBeApplied = new Vector3(velocityToBeApplied.x, velocityToBeApplied.y,
                                                 (velocityToBeApplied.z - acceleration) * Time.deltaTime);
         }
         
         if(Input.GetButton("MoveUp"))
         {
             velocityToBeApplied = new Vector3(velocityToBeApplied.x, (velocityToBeApplied.z + acceleration) * Time.deltaTime,
                                                 velocityToBeApplied.z);
         }
         
         if(Input.GetButton("MoveDown"))
         {
             velocityToBeApplied = new Vector3(velocityToBeApplied.x, (velocityToBeApplied.z - acceleration) * Time.deltaTime,
                                                 velocityToBeApplied.z);
         }
         
         playerTransform.Translate(velocityToBeApplied);
         
         velocityToBeApplied = Vector3.Lerp(velocityToBeApplied, Vector3.zero, Time.deltaTime * stopSpeed);
     }
 }
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AlucardJay · Oct 17, 2012 at 10:42 PM 0
Share

Do your boxes actually have colliders?

avatar image Latedi · Oct 17, 2012 at 11:57 PM 0
Share

Yeah they do, static ones. No rigidbodies. I've got it working somewhat now... I made the players kinematic and had made a function zeroing rigidbody velocity and angular velocityever 0.1 seconds. However this solution is incredibly ugly and gives me some other problems. So yeah I'm doing it all wrong but I don't know what to replace it with.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

No slipping off edges with Character Controller 0 Answers

Make Character Controller a Box? 2 Answers

My Character Controller Is Warping Randomly (/w video) 0 Answers

No Collision with character controller 1 Answer

Collision With Character Controller 4 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges