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Question by ewberrealest · Jul 29, 2020 at 08:41 AM · c#rigidbodyjumpingstuck

How do I make my Rigidbody player not get stuck on walls?

My rigidbody player that I made keeps on getting stuck on walls if I jump and hold the direction key on the wall and I dont know how to fix it.alt text

Here is the code I am using, mostly a mash up of code I used from tutorials because I am not an experienced programmer.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     /////////////////////
     ////variable zone////
     /////////////////////
     public Rigidbody playerBody;
     private Vector3 inputVector;
     public float speed = 10f;
     public Transform groundCheck;
     public float groundDistance = 0.4f;
     public LayerMask groundMask;
     private bool isGrounded;
     public float jumpHeight = 3f;
     /////////////////////
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         inputVector = new Vector3(Input.GetAxis("Horizontal") * speed * 20 * Time.deltaTime, playerBody.velocity.y, Input.GetAxis("Vertical") * speed * 20 * Time.deltaTime);
         transform.LookAt(transform.position + new Vector3(inputVector.x, 0, inputVector.z));
         playerBody.velocity = inputVector;
 
         if(Input.GetButtonDown("BlobbyJump") | Input.GetButtonDown("AllJump") && isGrounded)
         {
             playerBody.AddForce(Vector3.up * jumpHeight, ForceMode.Impulse);
         }
     }
 }
 

annotation-2020-07-29-183702.png (4.6 kB)
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Answer by franconecat · Jul 29, 2020 at 10:42 PM

Unity has a Physics engine that tries to imitate real-world physics. In the real world, there is something called friction. When two objects are tightly touching each other they won't move. Like a Hook-and-loop fastener.

To fix that in your game you can apply a Physics Material with 0 Friction to your player's rigid body. This will tell Unity's physics engine that your player won't have any friction.

In my game, this prevents the player from being attached to a wall.


Screenshots of my player's rigid body with a physics material:

alt text


Documentation for 3D: https://docs.unity3d.com/Manual/class-PhysicMaterial.html

Documentation for 2D: https://docs.unity3d.com/Manual/class-PhysicsMaterial2D.html


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Answer by jmhoubre · Jul 29, 2020 at 08:54 PM

Hello,

you should use physics in FixedUpdate rather than Update. But test if player jumps in Update. With a boolean :

 private bool is Jumped;

 private void Update () {
     isJumped = (Input.GetButtonDown("BlobbyJump") | Input.GetButtonDown("AllJump")) && isGrounded;
 }
 
 private void FixedUpdate() {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
     
     if (isJumped)
        {
             isJumped = false;
             playerBody.AddForce(Vector3.up * jumpHeight, ForceMode.Impulse);
         }
 }

Why not beginning with a more simple script ?

Sorry for any mistakes in English.

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