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This question was closed Mar 03, 2014 at 04:08 AM by robertbu for the following reason:

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Question by ChocolateKanji · Mar 03, 2014 at 04:04 AM · charactercontrollercharactermotorjetpack

Am I headed in the right direction?

Okay, I know this is probably a noob question, apologies in advance. I am trying to simply apply a jetpack force up on a player with CharacterController and no rigidbody. Ive read many other questions and I have tried them all with no luck....especially the transform position in the vector3.up way. I did stumble on this: http://answers.unity3d.com/questions/53573/jet-pack-physics-with-character-controller.html

I followed the suggestion to look over the character motor and fpsInput scripts. I read through them both and got the idea to duplicate and adapt the jump aspects to be more of a jetpack upward force. I spent the most time digesting CharacterMotor.js where I think I understand the different parts and how they "talk" with each other. After spending all weekend trying to do what I thought would be a simple thing, i want to know if Im even close to being on the right track?

I got the code down to where there aren't any errors and I can at least do a test run, but nothing happens when I press left shift. (Most of the code I added is in-between /////jetting or similar.)

========FPSInputController.js

 private var motor : CharacterMotor;
 
 // Use this for initialization
 function Awake () {
     motor = GetComponent(CharacterMotor);
 }
 
 // Update is called once per frame
 function Update () {
     // Get the input vector from kayboard or analog stick
     var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     
     if (directionVector != Vector3.zero) {
         // Get the length of the directon vector and then normalize it
         // Dividing by the length is cheaper than normalizing when we already have the length anyway
         var directionLength = directionVector.magnitude;
         directionVector = directionVector / directionLength;
         
         // Make sure the length is no bigger than 1
         directionLength = Mathf.Min(1, directionLength);
         
         // Make the input vector more sensitive towards the extremes and less sensitive in the middle
         // This makes it easier to control slow speeds when using analog sticks
         directionLength = directionLength * directionLength;
         
         // Multiply the normalized direction vector by the modified length
         directionVector = directionVector * directionLength;
     }
     
     // Apply the direction to the CharacterMotor
     motor.inputMoveDirection = transform.rotation * directionVector;
     motor.inputJump = Input.GetButton("Jump");
     motor.inputJetting = Input.KeyCode(KeyCode.LeftShift);
 }
 
 // Require a character controller to be attached to the same game object
 @script RequireComponent (CharacterMotor)
 @script AddComponentMenu ("Character/FPS Input Controller")

==========CharacterController.js

 #pragma strict
 #pragma implicit
 #pragma downcast
 
 // Does this script currently respond to input?
 var canControl : boolean = true;
 
 var useFixedUpdate : boolean = true;
 
 // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
 // Very handy for organization!
 
 // The current global direction we want the character to move in.
 @System.NonSerialized
 var inputMoveDirection : Vector3 = Vector3.zero;
 
 // Is the jump button held down? We use this interface instead of checking
 // for the jump button directly so this script can also be used by AIs.
 @System.NonSerialized
 var inputJump : boolean = false;
 var inputJetting : Vector3 = Vector3.up;
 
 class CharacterMotorMovement {
     // The maximum horizontal speed when moving
     var maxForwardSpeed : float = 10.0;
     var maxSidewaysSpeed : float = 10.0;
     var maxBackwardsSpeed : float = 10.0;
     
     //Jet pack variables
     var jetForce : float = 50;
     
     // Curve for multiplying speed based on slope (negative = downwards)
     var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
     
     // How fast does the character change speeds?  Higher is faster.
     var maxGroundAcceleration : float = 30.0;
     var maxAirAcceleration : float = 30.0;
 
     // The gravity for the character
     var gravity : float = 20.0;
     var maxFallSpeed : float = 200.0;
     
     // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
     // Very handy for organization!
 
     // The last collision flags returned from controller.Move
     @System.NonSerialized
     var collisionFlags : CollisionFlags; 
 
     // We will keep track of the character's current velocity,
     @System.NonSerialized
     var velocity : Vector3;
     
     // This keeps track of our current velocity while we're not grounded
     @System.NonSerialized
     var frameVelocity : Vector3 = Vector3.zero;
     
     @System.NonSerialized
     var hitPoint : Vector3 = Vector3.zero;
     
     @System.NonSerialized
     var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
 }
 
 var movement : CharacterMotorMovement = CharacterMotorMovement();
 
 enum MovementTransferOnJump {
     None, // The jump is not affected by velocity of floor at all.
     InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
     PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
     PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
 }
 
 // We will contain all the jumping related variables in one helper class for clarity.
 class CharacterMotorJumping {
     // Can the character jump?
     var enabled : boolean = true;
 
     // How high do we jump when pressing jump and letting go immediately
     var baseHeight : float = 1.0;
     
     // We add extraHeight units (meters) on top when holding the button down longer while jumping
     var extraHeight : float = 4.1;
     
     // How much does the character jump out perpendicular to the surface on walkable surfaces?
     // 0 means a fully vertical jump and 1 means fully perpendicular.
     var perpAmount : float = 0.0;
     
     // How much does the character jump out perpendicular to the surface on too steep surfaces?
     // 0 means a fully vertical jump and 1 means fully perpendicular.
     var steepPerpAmount : float = 0.5;
     
     // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
     // Very handy for organization!
 
     // Are we jumping? (Initiated with jump button and not grounded yet)
     // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
     @System.NonSerialized
     var jumping : boolean = false;
     
     @System.NonSerialized
     var holdingJumpButton : boolean = false;
 
     // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
     @System.NonSerialized
     var lastStartTime : float = 0.0;
     
     @System.NonSerialized
     var lastButtonDownTime : float = -100;
     
     @System.NonSerialized
     var jumpDir : Vector3 = Vector3.up;
 }
 
 var jumping : CharacterMotorJumping = CharacterMotorJumping();
 ////////////Jetting
 class CharacterMotorJetting 
 {
     //Cant jet unless friction isnt engaged
     var enabled : boolean = true;
     
     var force : float = 50;
     
     var friction : boolean = false;
     
     var perpAmount : float = 0.0;
     
     var jetting : boolean = true;
     
     // How much does the character jump out perpendicular to the surface on too steep surfaces?
     // 0 means a fully vertical jump and 1 means fully perpendicular.
     var steepPerpAmount : float = 0.5;
     
     @System.NonSerialized
     var holdingJettingButton : boolean = false;
 
     // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
     @System.NonSerialized
     var lastStartTime : float = 0.0;
     
     @System.NonSerialized
     var lastButtonDownTime : float = -100;
     
     @System.NonSerialized
     var jettingDir : Vector3 = Vector3.up;
 }
 
 var jetting : CharacterMotorJetting = CharacterMotorJetting();
 ////////////Jetting
 
 
 class CharacterMotorMovingPlatform {
     var enabled : boolean = true;
     
     var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
     
     @System.NonSerialized
     var hitPlatform : Transform;
     
     @System.NonSerialized
     var activePlatform : Transform;
     
     @System.NonSerialized
     var activeLocalPoint : Vector3;
     
     @System.NonSerialized
     var activeGlobalPoint : Vector3;
     
     @System.NonSerialized
     var activeLocalRotation : Quaternion;
     
     @System.NonSerialized
     var activeGlobalRotation : Quaternion;
     
     @System.NonSerialized
     var lastMatrix : Matrix4x4;
     
     @System.NonSerialized
     var platformVelocity : Vector3;
     
     @System.NonSerialized
     var newPlatform : boolean;
     
     var jetting : boolean = true;
 }
 
 var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
 
 class CharacterMotorSliding {
     // Does the character slide on too steep surfaces?
     var enabled : boolean = true;
     
     // How fast does the character slide on steep surfaces?
     var slidingSpeed : float = 15;
     
     // How much can the player control the sliding direction?
     // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
     var sidewaysControl : float = 1.0;
     
     // How much can the player influence the sliding speed?
     // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
     var speedControl : float = 0.4;
 }
 
 var sliding : CharacterMotorSliding = CharacterMotorSliding();
 
 @System.NonSerialized
 var grounded : boolean = true;
 
 @System.NonSerialized
 var groundNormal : Vector3 = Vector3.zero;
 
 private var lastGroundNormal : Vector3 = Vector3.zero;
 
 private var tr : Transform;
 
 private var controller : CharacterController;
 
 function Awake () {
     controller = GetComponent (CharacterController);
     tr = transform;
 }
 
 private function UpdateFunction () {
     // We copy the actual velocity into a temporary variable that we can manipulate.
     var velocity : Vector3 = movement.velocity;
     
     // Update velocity based on input
     velocity = ApplyInputVelocityChange(velocity);
     
     // Apply gravity and jumping force
     velocity = ApplyGravityAndJumping (velocity);
     
     // Moving platform support
     var moveDistance : Vector3 = Vector3.zero;
     if (MoveWithPlatform()) {
         var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
         moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
         if (moveDistance != Vector3.zero)
             controller.Move(moveDistance);
         
         // Support moving platform rotation as well:
         var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
         var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
         
         var yRotation = rotationDiff.eulerAngles.y;
         if (yRotation != 0) {
             // Prevent rotation of the local up vector
             tr.Rotate(0, yRotation, 0);
         }
     }
     
     // Save lastPosition for velocity calculation.
     var lastPosition : Vector3 = tr.position;
     
     // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
     var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
     
     // Find out how much we need to push towards the ground to avoid loosing grouning
     // when walking down a step or over a sharp change in slope.
     var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
     if (grounded)
         currentMovementOffset -= pushDownOffset * Vector3.up;
     
     // Reset variables that will be set by collision function
     movingPlatform.hitPlatform = null;
     groundNormal = Vector3.zero;
     
        // Move our character!
     movement.collisionFlags = controller.Move (currentMovementOffset);
     
     movement.lastHitPoint = movement.hitPoint;
     lastGroundNormal = groundNormal;
     
     if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
         if (movingPlatform.hitPlatform != null) {
             movingPlatform.activePlatform = movingPlatform.hitPlatform;
             movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
             movingPlatform.newPlatform = true;
         }
     }
     
     // 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.
     var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
     movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
     var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
     
     // The CharacterController can be moved in unwanted directions when colliding with things.
     // We want to prevent this from influencing the recorded velocity.
     if (oldHVelocity == Vector3.zero) {
         movement.velocity = new Vector3(0, movement.velocity.y, 0);
     }
     else {
         var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
         movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
     }
     
     if (movement.velocity.y < velocity.y - 0.001) {
         if (movement.velocity.y < 0) {
             // Something is forcing the CharacterController down faster than it should.
             // Ignore this
             movement.velocity.y = velocity.y;
         }
         else {
             // The upwards movement of the CharacterController has been blocked.
             // This is treated like a ceiling collision - stop further jumping here.
             jumping.holdingJumpButton = false;
         }
     }
     
     // We were grounded but just loosed grounding
     if (grounded && !IsGroundedTest()) {
         grounded = false;
         
         // Apply inertia from platform
         if (movingPlatform.enabled &&
             (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
             movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
         ) {
             movement.frameVelocity = movingPlatform.platformVelocity;
             movement.velocity += movingPlatform.platformVelocity;
         }
         
         SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
         // We pushed the character down to ensure it would stay on the ground if there was any.
         // But there wasn't so now we cancel the downwards offset to make the fall smoother.
         tr.position += pushDownOffset * Vector3.up;
     }
     // We were not grounded but just landed on something
     else if (!grounded && IsGroundedTest()) {
         grounded = true;
         jumping.jumping = false;
         SubtractNewPlatformVelocity();
         
         SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
     }
     
     // Moving platforms support
     if (MoveWithPlatform()) {
         // Use the center of the lower half sphere of the capsule as reference point.
         // This works best when the character is standing on moving tilting platforms. 
         movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
         movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
         
         // Support moving platform rotation as well:
         movingPlatform.activeGlobalRotation = tr.rotation;
         movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
     }
 }
 
 function FixedUpdate () {
     if (movingPlatform.enabled) {
         if (movingPlatform.activePlatform != null) {
             if (!movingPlatform.newPlatform) {
                 var lastVelocity : Vector3 = movingPlatform.platformVelocity;
                 
                 movingPlatform.platformVelocity = (
                     movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                     - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                 ) / Time.deltaTime;
             }
             movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
             movingPlatform.newPlatform = false;
         }
         else {
             movingPlatform.platformVelocity = Vector3.zero;    
         }
     }
     
     if (useFixedUpdate)
         UpdateFunction();
 }
 
 function Update () {
     if (!useFixedUpdate)
         UpdateFunction();
 }
 
 private function ApplyInputVelocityChange (velocity : Vector3) {    
     if (!canControl)
         inputMoveDirection = Vector3.zero;
         
     
     // Find desired velocity
     var desiredVelocity : Vector3;
     if (grounded && TooSteep()) {
         // The direction we're sliding in
         desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
         // Find the input movement direction projected onto the sliding direction
         var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
         // Add the sliding direction, the spped control, and the sideways control vectors
         desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
         // Multiply with the sliding speed
         desiredVelocity *= sliding.slidingSpeed;
     }
     else
         desiredVelocity = GetDesiredHorizontalVelocity();
     
     if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
         desiredVelocity += movement.frameVelocity;
         desiredVelocity.y = 0;
     }
     
     if (grounded)
         desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
     else
         velocity.y = 0;
     
     // Enforce max velocity change
     var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
     var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
     if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
         velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
     }
     // If we're in the air and don't have control, don't apply any velocity change at all.
     // If we're on the ground and don't have control we do apply it - it will correspond to friction.
     if (grounded || canControl)
         velocity += velocityChangeVector;
     
     if (grounded) {
         // When going uphill, the CharacterController will automatically move up by the needed amount.
         // Not moving it upwards manually prevent risk of lifting off from the ground.
         // When going downhill, DO move down manually, as gravity is not enough on steep hills.
         velocity.y = Mathf.Min(velocity.y, 0);
     }
     
     return velocity;
 }
 
 private function ApplyGravityAndJumping (velocity : Vector3) {
     
     if (!inputJump || !canControl) {
         jumping.holdingJumpButton = false;
         jumping.lastButtonDownTime = -100;
     }
     
     if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
         jumping.lastButtonDownTime = Time.time;
     
     if (grounded)
         velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
     else {
         velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
         
         // 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.
         if (jumping.jumping && jumping.holdingJumpButton) {
             // Calculate the duration that the extra jump force should have effect.
             // If we're still less than that duration after the jumping time, apply the force.
             if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
                 // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
                 velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
             }
         }
         
         // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
         velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
     }
         
     if (grounded) {
         // Jump only if the jump button was pressed down in the last 0.2 seconds.
         // We use this check instead of checking if it's pressed down right now
         // because players will often try to jump in the exact moment when hitting the ground after a jump
         // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
         // it's confusing and it feels like the game is buggy.
         if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
             grounded = false;
             jumping.jumping = true;
             jumping.lastStartTime = Time.time;
             jumping.lastButtonDownTime = -100;
             jumping.holdingJumpButton = true;
             
             // Calculate the jumping direction
             if (TooSteep())
                 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
             else
                 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
             
             // Apply the jumping force to the velocity. Cancel any vertical velocity first.
             velocity.y = 0;
             velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
             
             // Apply inertia from platform
             if (movingPlatform.enabled &&
                 (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
                 movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
             ) {
                 movement.frameVelocity = movingPlatform.platformVelocity;
                 velocity += movingPlatform.platformVelocity;
             }
             
             SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
         }
         else {
             jumping.holdingJumpButton = false;
         }
     }
     
     return velocity;
 }
 /////Jetting
 private function ApplyGravityAndJetting (velocity : Vector3) {
     
 /*    if (!inputJetting || !canControl) {
         jetting.holdingJettingButton = false;
         jetting.lastButtonDownTime = -100;
     }
     
     if (inputJetting && jetting.lastButtonDownTime < 0 && canControl)
         jetting.lastButtonDownTime = Time.time;
 */    
     if (grounded)
         velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
     else {
         velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
         
         // 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.
         if (jetting.jetting && jetting.holdingJettingButton) {
             // Calculate the duration that the extra jump force should have effect.
             // If we're still less than that duration after the jumping time, apply the force.
             if (Time.time < jetting.lastStartTime/* + jetting.extraHeight *// CalculateJettingVerticalSpeed(jetting.force)) {
                 // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
                 velocity += jetting.jettingDir * movement.gravity * Time.deltaTime;
             }
         }
         
         // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
         velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
     }
         
     if (grounded) {
         // Jump only if the jump button was pressed down in the last 0.2 seconds.
         // We use this check instead of checking if it's pressed down right now
         // because players will often try to jump in the exact moment when hitting the ground after a jump
         // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
         // it's confusing and it feels like the game is buggy.
         if (jetting.enabled && canControl && (Time.time - jetting.lastButtonDownTime < 0.2)) {
             grounded = false;
             jetting.jetting = true;
             jetting.lastStartTime = Time.time;
             jetting.lastButtonDownTime = -100;
             jetting.holdingJettingButton = true;
             
             // Calculate the jumping direction
             if (TooSteep())
                 jetting.jettingDir = Vector3.Slerp(Vector3.up, groundNormal, jetting.steepPerpAmount);
             else
                 jetting.jettingDir = Vector3.Slerp(Vector3.up, groundNormal, jetting.perpAmount);
             
             // Apply the jumping force to the velocity. Cancel any vertical velocity first.
             velocity.y = 0;
             velocity += jetting.jettingDir * CalculateJettingVerticalSpeed (jetting.force);
             
             // Apply inertia from platform
             /*if (movingPlatform.enabled &&
                 (movingPlatform.movementTransfer == MovementTransferOnJetting.InitTransfer ||
                 movingPlatform.movementTransfer == MovementTransferOnJetting.PermaTransfer)
             ) {
                 movement.frameVelocity = movingPlatform.platformVelocity;
                 velocity += movingPlatform.platformVelocity;
             }*/
             
             SendMessage("OnJetting", SendMessageOptions.DontRequireReceiver);
         }
         else {
             jetting.holdingJettingButton = false;
         }
     }
     
     return velocity;
 }
 
 /////Jetting
 function OnControllerColliderHit (hit : ControllerColliderHit) {
     if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
         if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
             groundNormal = hit.normal;
         else
             groundNormal = lastGroundNormal;
         
         movingPlatform.hitPlatform = hit.collider.transform;
         movement.hitPoint = hit.point;
         movement.frameVelocity = Vector3.zero;
     }
 }
 
 private function SubtractNewPlatformVelocity () {
     // When landing, subtract the velocity of the new ground from the character's velocity
     // since movement in ground is relative to the movement of the ground.
     if (movingPlatform.enabled &&
         (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
         movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
     ) {
         // If we landed on a new platform, we have to wait for two FixedUpdates
         // before we know the velocity of the platform under the character
         if (movingPlatform.newPlatform) {
             var platform : Transform = movingPlatform.activePlatform;
             yield WaitForFixedUpdate();
             yield WaitForFixedUpdate();
             if (grounded && platform == movingPlatform.activePlatform)
                 yield 1;
         }
         movement.velocity -= movingPlatform.platformVelocity;
     }
 }
 
 private function MoveWithPlatform () : boolean {
     return (
         movingPlatform.enabled
         && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
         && movingPlatform.activePlatform != null
     );
 }
 
 private function GetDesiredHorizontalVelocity () 
 {
     // Find desired velocity
     var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
     var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
     
     if (grounded) 
     {
         // Modify max speed on slopes based on slope speed multiplier curve
         var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
         maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
     }
     return tr.TransformDirection(desiredLocalDirection * maxSpeed);
 }
 
 private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 
 {
     var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
     return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
 }
 
 private function IsGroundedTest () 
 {
     return (groundNormal.y > 0.01);
 }
 
 function GetMaxAcceleration (grounded : boolean) : float 
 {
     // Maximum acceleration on ground and in air
     if (grounded)
         return movement.maxGroundAcceleration;
     else
         return movement.maxAirAcceleration;
 }
 
 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 IsJumping () 
 {
     return jumping.jumping;
 }
 /////jetting
 function CalculateJettingVerticalSpeed (targetJettingForce : float)
 {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt (2 * targetJettingForce * movement.gravity);
 }
 
 function IsJetting () 
 {
     return jetting.jetting;
 /////jetting
 }
 
 function IsSliding () 
 {
     return (grounded && sliding.enabled && TooSteep());
 }
 
 function IsTouchingCeiling () 
 {
     return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
 }
 
 function IsGrounded () 
 {
     return grounded;
 }
 
 function TooSteep () 
 {
     return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
 }
 
 function GetDirection () 
 {
     return inputMoveDirection;
 }
 
 function SetControllable (controllable : boolean) 
 {
     canControl = controllable;
 }
 
 // Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
 // The function returns the length of the resulting vector.
 function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float 
 {
     if (desiredMovementDirection == Vector3.zero)
         return 0;
     else 
     {
         var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
         var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
         var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
         return length;
     }
 }
 
 function SetVelocity (velocity : Vector3) 
 {
     grounded = false;
     movement.velocity = velocity;
     movement.frameVelocity = Vector3.zero;
     SendMessage("OnExternalVelocity");
 }
 
 // Require a character controller to be attached to the same game object
 @script RequireComponent (CharacterController)
 @script AddComponentMenu ("Character/Character Motor")
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avatar image ChocolateKanji · Mar 03, 2014 at 02:08 AM 0
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Edit: I just noticed that I forgot to add

 velocity = ApplyGravityAndJetting (velocity);

in private function UpdateFunction () Even after this change, there is still not even as much as a jump when I press shift.

avatar image Lo0NuhtiK · Mar 03, 2014 at 04:05 AM 1
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alt text

avatar image robertbu · Mar 03, 2014 at 04:09 AM 1
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Your question in its current form is not a good fit for UA. Someone answering would need to read and understand 800 lines of code, figure out what is yours, intuit the abilities your code is trying to add, then figure out why its not working (all outside a debugging environment). UA looks for single, specific issues. I suggest you sprinkle your code with Debug.Log() statements to find out what is going on...what is being called and what values are being modified. In addition you might explore using the $$anonymous$$onodevelop debugger. Here is a link:

http://unitygems.com/debugging-game-monodevelop/

If you cut this problem to something specific or managable, we welcome your new question.

avatar image ChocolateKanji · Mar 03, 2014 at 12:55 PM 0
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Thank you. I will do just that.

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