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Question by RAWTalent · Feb 28, 2011 at 07:47 PM · characterjumpdirectioncontrol

In air direction control

I'm using a script very similar to that of Lerpz, but I can't control my character in mid air, here's the script

// The speed when walking var walkSpeed = 3.0; // after trotAfterSeconds of walking we trot with trotSpeed var trotSpeed = 4.0; // when pressing "Fire3" button (cmd) we start running var runSpeed = 6.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately var jumpHeight = 0.5; // We add extraJumpHeight meters on top when holding the button down longer while jumping var extraJumpHeight = 2.5;

// The gravity for the character var gravity = 20.0; // The gravity in controlled descent mode var controlledDescentGravity = 2.0; var speedSmoothing = 10.0; var rotateSpeed = 500.0; var trotAfterSeconds = 3.0;

var canJump = true; var canControlDescent = true; var canWallJump = false;

private var jumpRepeatTime = 0.05; private var wallJumpTimeout = 0.15; private var jumpTimeout = 0.15; private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around. private var lockCameraTimer = 0.0;

// The current move direction in x-z private var moveDirection = Vector3.zero; // The current vertical speed private var verticalSpeed = 0.0; // The current x-z move speed private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move private var collisionFlags : CollisionFlags;

// Are we jumping? (Initiated with jump button and not grounded yet) private var jumping = false; private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin) private var movingBack = false; // Is the user pressing any keys? private var isMoving = false; // When did the user start walking (Used for going into trot after a while) private var walkTimeStart = 0.0; // Last time the jump button was clicked down private var lastJumpButtonTime = -10.0; // Last time we performed a jump private var lastJumpTime = -1.0; // Average normal of the last touched geometry private var wallJumpContactNormal : Vector3; private var wallJumpContactNormalHeight : float;

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) private var lastJumpStartHeight = 0.0; // When did we touch the wall the first time during this jump (Used for wall jumping) private var touchWallJumpTime = -1.0;

private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;

private var lean = 0.0; private var slammed = false;

private var isControllable = true;

function Awake () { moveDirection = transform.TransformDirection(Vector3.forward); }

// This next function responds to the "HidePlayer" message by hiding the player. // The message is also 'replied to' by identically-named functions in the collision-handling scripts. // - Used by the LevelStatus script when the level completed animation is triggered.

function HidePlayer() { GameObject.Find("Bip01").GetComponent(SkinnedMeshRenderer).enabled = false; // stop rendering the player. isControllable = false; // disable player controls. }

// This is a complementary function to the above. We don't use it in the tutorial, but it's included for // the sake of completeness. (I like orthogonal APIs; so sue me!)

function ShowPlayer() { GameObject.Find("Bip01").GetComponent(SkinnedMeshRenderer).enabled = true; // start rendering the player again. isControllable = true; // allow player to control the character again. }

function UpdateSmoothedMovementDirection () { var cameraTransform = Camera.main.transform; var grounded = IsGrounded();

 // Forward vector relative to the camera along the x-z plane    
 var forward = cameraTransform.TransformDirection(Vector3.forward);
 forward.y = 0;
 forward = forward.normalized;

 // Right vector relative to the camera
 // Always orthogonal to the forward vector
 var right = Vector3(forward.z, 0, -forward.x);

 var v = Input.GetAxisRaw("Vertical");
 var h = Input.GetAxisRaw("Horizontal");

 // Are we moving backwards or looking backwards
 if (v < -0.2)
     movingBack = true;
 else
     movingBack = false;

 var wasMoving = isMoving;
 isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;

 // Target direction relative to the camera
 var targetDirection = h * right + v * forward;

 // Grounded controls
 if (grounded)
 {
     // Lock camera for short period when transitioning moving & standing still
     lockCameraTimer += Time.deltaTime;
     if (isMoving != wasMoving)
         lockCameraTimer = 0.0;

     // We store speed and direction seperately,
     // so that when the character stands still we still have a valid forward direction
     // moveDirection is always normalized, and we only update it if there is user input.
     if (targetDirection != Vector3.zero)
     {
         // If we are really slow, just snap to the target direction
         if (moveSpeed < walkSpeed * 0.9 && grounded)
         {
             moveDirection = targetDirection.normalized;
         }
         // Otherwise smoothly turn towards it
         else
         {
             moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

             moveDirection = moveDirection.normalized;
         }
     }

     // Smooth the speed based on the current target direction
     var curSmooth = speedSmoothing * Time.deltaTime;

     // Choose target speed
     //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
     var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);

     // Pick speed modifier
     if (Input.GetButton ("Fire3"))
     {
         targetSpeed *= runSpeed;
     }
     else if (Time.time - trotAfterSeconds > walkTimeStart)
     {
         targetSpeed *= trotSpeed;
     }
     else
     {
         targetSpeed *= walkSpeed;
     }

     moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

     // Reset walk time start when we slow down
     if (moveSpeed < walkSpeed * 0.3)
         walkTimeStart = Time.time;
 }
 // In air controls
 else
 {
     // Lock camera while in air
     if (jumping)
         lockCameraTimer = 0.0;

     if (isMoving)
         inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
 }



}

function ApplyWallJump () { // We must actually jump against a wall for this to work if (!jumping) return;

 // Store when we first touched a wall during this jump
 if (collisionFlags == CollisionFlags.CollidedSides)
 {
     touchWallJumpTime = Time.time;
 }

 // The user can trigger a wall jump by hitting the button shortly before or shortly after hitting the wall the first time.
 var mayJump = lastJumpButtonTime > touchWallJumpTime - wallJumpTimeout && lastJumpButtonTime < touchWallJumpTime + wallJumpTimeout;
 if (!mayJump)
     return;

 // Prevent jumping too fast after each other
 if (lastJumpTime + jumpRepeatTime > Time.time)
     return;


 if (Mathf.Abs(wallJumpContactNormal.y) < 0.2)
 {
     wallJumpContactNormal.y = 0;
     moveDirection = wallJumpContactNormal.normalized;
     // Wall jump gives us at least trotspeed
     moveSpeed = Mathf.Clamp(moveSpeed * 1.5, trotSpeed, runSpeed);
 }
 else
 {
     moveSpeed = 0;
 }

 verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
 DidJump();
 SendMessage("DidWallJump", null, SendMessageOptions.DontRequireReceiver);

}

function ApplyJumping () { // Prevent jumping too fast after each other if (lastJumpTime + jumpRepeatTime > Time.time) return;

 if (IsGrounded()) {
     // Jump
     // - Only when pressing the button down
     // - With a timeout so you can press the button slightly before landing     
     if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
         verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
         SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
     }
 }

}

function ApplyGravity () { if (isControllable) // don't move player at all if not controllable. { // Apply gravity var jumpButton = Input.GetButton("Jump");

     // * When falling down we use controlledDescentGravity (only when holding down jump)
     var controlledDescent = canControlDescent && verticalSpeed <= 0.0 && jumpButton && jumping;

     // When we reach the apex of the jump we send out a message
     if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
     {
         jumpingReachedApex = true;
         SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
     }

     // * 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 =  IsJumping () && verticalSpeed > 0.0 && jumpButton && transform.position.y < lastJumpStartHeight + extraJumpHeight;

     if (controlledDescent)          
         verticalSpeed -= controlledDescentGravity * Time.deltaTime;
     else if (extraPowerJump)
         return;
     else if (IsGrounded ())
         verticalSpeed = 0.0;
     else
         verticalSpeed -= gravity * Time.deltaTime;
 }

}

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 gravity); }

function DidJump () { jumping = true; jumpingReachedApex = false; lastJumpTime = Time.time; lastJumpStartHeight = transform.position.y; touchWallJumpTime = -1; lastJumpButtonTime = -10; }

function Update() {

 if (!isControllable)
 {
     // kill all inputs if not controllable.
     Input.ResetInputAxes();
 }

 if (Input.GetButtonDown ("Jump"))
 {
     lastJumpButtonTime = Time.time;
 }

 UpdateSmoothedMovementDirection();

 // Apply gravity
 // - extra power jump modifies gravity
 // - controlledDescent mode modifies gravity
 ApplyGravity ();

 // Perform a wall jump logic
 // - Make sure we are jumping against wall etc.
 // - Then apply jump in the right direction)
 if (canWallJump)
     ApplyWallJump();

 // Apply jumping logic
 ApplyJumping ();

 // Calculate actual motion
 var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
 movement *= Time.deltaTime;

 // Move the controller
 var controller : CharacterController = GetComponent(CharacterController);
 wallJumpContactNormal = Vector3.zero;
 collisionFlags = controller.Move(movement);

 // Set rotation to the move direction
 if (IsGrounded())
 {
     if(slammed) // we got knocked over by an enemy. We need to reset some stuff
     {
         slammed = false;
         controller.height = 2;
         transform.position.y += 0.75;
     }

     transform.rotation = Quaternion.LookRotation(moveDirection);

 }   
 else
 {
     if(!slammed)
     {
         var xzMove = movement;
         xzMove.y = 0;
         if (xzMove.sqrMagnitude > 0.001)
         {
             transform.rotation = Quaternion.LookRotation(xzMove);
         }
     }
 }   

 // We are in jump mode but just became grounded
 if (IsGrounded())
 {
     lastGroundedTime = Time.time;
     inAirVelocity = Vector3.zero;
     if (jumping)
     {
         jumping = false;
         SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
     }
 }

}

function OnControllerColliderHit (hit : ControllerColliderHit ) { // Debug.DrawRay(hit.point, hit.normal); if (hit.moveDirection.y > 0.01) return; wallJumpContactNormal = hit.normal; }

function GetSpeed () { return moveSpeed; }

function IsJumping () { return jumping && !slammed; }

function IsGrounded () { return (collisionFlags & CollisionFlags.CollidedBelow) != 0; }

function SuperJump (height : float) { verticalSpeed = CalculateJumpVerticalSpeed (height); collisionFlags = CollisionFlags.None; SendMessage("DidJump", SendMessageOptions.DontRequireReceiver); }

function SuperJump (height : float, jumpVelocity : Vector3) { verticalSpeed = CalculateJumpVerticalSpeed (height); inAirVelocity = jumpVelocity;

 collisionFlags = CollisionFlags.None;
 SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);

}

function Slam (direction : Vector3) { verticalSpeed = CalculateJumpVerticalSpeed (1); inAirVelocity = direction * 6; direction.y = 0.6; Quaternion.LookRotation(-direction); var controller : CharacterController = GetComponent(CharacterController); controller.height = 0.5; slammed = true; collisionFlags = CollisionFlags.None; SendMessage("DidJump", SendMessageOptions.DontRequireReceiver); }

function GetDirection () { return moveDirection; }

function IsMovingBackwards () { return movingBack; }

function GetLockCameraTimer () { return lockCameraTimer; }

function IsMoving () : boolean { return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5; }

function HasJumpReachedApex () { return jumpingReachedApex; }

function IsGroundedWithTimeout () { return lastGroundedTime + groundedTimeout > Time.time; }

function IsControlledDescent () { // * When falling down we use controlledDescentGravity (only when holding down jump) var jumpButton = Input.GetButton("Jump"); return canControlDescent && verticalSpeed <= 0.0 && jumpButton && jumping; }

function Reset () { gameObject.tag = "Player"; } // Require a character controller to be attached to the same game object @script RequireComponent(CharacterController) @script AddComponentMenu("Third Person Player/Third Person Controller")

How would I go about allowing mid-air control?

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Answer by e-bonneville · Feb 28, 2011 at 09:51 PM

Remove the if (grounded) check, which only allows movement if your character is on the ground.

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avatar image RAWTalent · Feb 28, 2011 at 09:58 PM 0
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which line exactly? having trouble finding the right one :S

avatar image e-bonneville · Feb 28, 2011 at 11:58 PM 0
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Oops, sorry. It's line #132.

avatar image RAWTalent · Mar 01, 2011 at 08:36 AM 0
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Thanks for your help, but now I get this error

Assets/Scripts/Player/ThirdPersonController.js(135,25): BCE0044: expecting :, found '+='.

avatar image RAWTalent · Mar 03, 2011 at 09:19 PM 0
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All good now cheers for your help ;)

avatar image e-bonneville · Mar 08, 2011 at 12:03 AM 0
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Awesome, good luck with that.

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Best Answer

Answer by DaveA · Feb 28, 2011 at 11:33 PM

See here:

// Set rotation to the move direction
if (IsGrounded())

It's only going to set rotation and move if IsGrounded(), so don't check for that.

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avatar image RAWTalent · Mar 01, 2011 at 08:37 AM 0
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Thanks, but trying this I get 3 errors

Assets/Scripts/Player/ThirdPersonController.js(347,9): BCE0043: Unexpected token: if.

Assets/Scripts/Player/ThirdPersonController.js(347,20): UCE0001: ';' expected. Insert a semicolon at the end.

Assets/Scripts/Player/ThirdPersonController.js(349,21): BCE0044: expecting :, found '='.

avatar image RAWTalent · Mar 03, 2011 at 09:19 PM 0
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Aha i got it thanks for your help :)

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Answer by BlackJonima · Oct 16, 2011 at 11:12 AM

Could you pass on the script because i did not understand what you did here. send it by email : jonima123@hotmail.com thanx

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Answer by BlackJonima · Oct 16, 2011 at 11:11 AM

Could please send your fixed code ? I did not understand what you did. e-mail: jonima123@hotmail.com

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