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My Character is Jumping at different heights with physics for no reason
My Character is jumping at different heights and I just cant figure out why?
My Character jumps at a shorter height when he is standing right beside a cube. Why is this happing, i do not have friction on it, it shouldn't work this way.
The character have the following components attached:
Capsule Collider With Physic Material:
*Dynamic Friction: 0; *Static Friction: 0; *Bounciness: 0; *Friction Combine: Minimum; *Bounce Combine: Minimum; *Firction Direction 2: (0, 0, 0); *Dynamic Friction 2: 0; *Static Friction 2: 0;
Rigidbody:
*Mass: 1; *Drag: 0; *Angular Drag: 0.05; *Use Gravity: true; *Is Kinematic: false; *Interpolation: None; *Collision Detection: Discrete; *Freeze Position: (0, 0, 1); *Freeze Rotation: (1, 1, 1);
And a Script with the following code:
using UnityEngine; using System.Collections; public class SimplePhysicsTest : MonoBehaviour { public float moveForce = 20; public float jumpForce = 300; [System.NonSerialized] public bool grounded = false; void FixedUpdate () { // Get Inputs float moveInput = Input.GetAxis("Horizontal"); bool jumpInput = Input.GetButtonDown("Jump") || Input.GetKeyDown(KeyCode.UpArrow); // apply movement if(moveInput != 0) { rigidbody.AddForce(Vector3.right*moveForce*moveInput); } // apply jumping if(jumpInput && grounded) { MDebug.Print("jump force: "+jumpForce+"N @ "+MUnity.SecondsToString((int)Time.time)); rigidbody.AddForce(Vector3.up*jumpForce); } MDebug.md.debugText = "Grounded: "+grounded; } // Checking if grounded void OnCollisionEnter(Collision collision) { if(IsGroundCollision(collision)) { grounded = true; } } void OnCollisionStay(Collision collision) { if(IsGroundCollision(collision)) { grounded = true; } } void OnCollisionExit(Collision collision) { if(IsGroundCollision(collision)) { grounded = false; } } bool IsGroundCollision(Collision collision) { Vector3 mostGroundedPoint = Vector3.zero; foreach(ContactPoint cp in collision.contacts) { if(cp.normal.y > mostGroundedPoint.y) { mostGroundedPoint = cp.normal; } } return (mostGroundedPoint.y >= 0.5f); } }
There is nothing else to it other then the mesh render and unrelated stuff
The tiles are the default Cubes in unity with a material on it and they are positioned perfectly from each other ie: cube1 (0,0,0), cube2 (1,0,0), ... etc
Can anyone tell me why he is not jumping the same height?
Note: (I don't own the art in the game, I'm using it only to learn and I'm not going to publish this game)
[1]: http://mudhishcode.com/test/platformer/Web.html
Answer by eddyzy · Sep 09, 2013 at 02:11 PM
i don`t know but the movement is jumpy because you move by adding force to your rigidbody.
Why dont you use transform.Translate();?
and to achieve the slowing down effect you could use Matf.SmoothDamp();
http://docs.unity3d.com/Documentation/ScriptReference/Mathf.SmoothDamp.html http://docs.unity3d.com/Documentation/ScriptReference/Transform.Translate.html
Thanks, but if I use transform.Translate() with rigidbody on I get wired effects and I want my character to have physics interactions. I've solve it with setting rigidbody.velocity. It work well :)
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