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Skips off block when landing
So, while back I created a game which is voxel based, and it is similar to minecraft. But like i said, the odd thing is since the beginning I slip off a block when I land to the little part of it. and I think it ruins the gameplay all together, So I want to fix that.do you guys know what the problem is? here is the code for the player movement
using UnityEngine; using System.Collections;
public class CharacterMotor : MonoBehaviour {
private CharacterCollider character;
private CharacterMotorMoving motorMoving = new CharacterMotorMoving();
private CharacterMotorJumping motorJumping = new CharacterMotorJumping();
[System.NonSerialized]
public Vector3 inputMoveDirection = Vector3.zero;
[System.NonSerialized]
public bool inputJump = false;
[System.NonSerialized]
public bool holdingInputJump = false;
void Awake() {
character = GetComponent<CharacterCollider>();
}
void FixedUpdate() {
Vector3 velocity = character.GetDeltaPosition() / Time.deltaTime;
motorMoving.ApplyMoving(this, ref velocity);
motorMoving.ApplyGravity(this, ref velocity);
motorJumping.ApplyJumping(this, ref velocity);
character.Move( velocity*Time.deltaTime );
}
public bool IsGrounded() {
return character.IsGrounded();
}
}
class CharacterMotorMoving { // максимаьные скорости движения private const float moveSpeed = 4f;
// максимальное изменение скорости за секунду
private const float maxGroundAcceleration = 20;
private const float maxAirAcceleration = 1;
// гравитация
public const float gravity = 17;
// максимальная скорость падения
private const float maxFallSpeed = 15;
public void ApplyMoving(CharacterMotor motor, ref Vector3 velocity) {
Vector3 desiredVelocity = motor.inputMoveDirection * moveSpeed;
Vector3 delta = desiredVelocity - new Vector3(velocity.x, 0, velocity.z);
float maxDelta = GetMaxAcceleration(motor.IsGrounded()) * Time.deltaTime;
velocity += Vector3.ClampMagnitude(delta, maxDelta);
}
public void ApplyGravity(CharacterMotor motor, ref Vector3 velocity) {
velocity.y -= gravity * Time.deltaTime;
velocity.y = Mathf.Max(velocity.y, -maxFallSpeed);
if(motor.IsGrounded()) velocity.y = Mathf.Min(velocity.y, 0);
}
private static float GetMaxAcceleration(bool grounded) {
if(grounded) return maxGroundAcceleration;
return maxAirAcceleration;
}
}
class CharacterMotorJumping {
private const float baseHeight = 1.0f;
private const float extraHeight = 1.4f;
private bool jumping = false;
private float jumpStartTime;
public void ApplyJumping(CharacterMotor motor, ref Vector3 velocity) {
if (motor.IsGrounded() && !jumping && motor.inputJump) {
jumping = true;
jumpStartTime = Time.time;
// Apply the jumping force to the velocity. Cancel any vertical velocity first.
velocity.y = 0;
velocity += Vector3.up * CalculateJumpVerticalSpeed(baseHeight);
return;
}
if (jumping && motor.holdingInputJump) {
// увеличиваем высоту прыжка
if (Time.time < jumpStartTime + extraHeight / CalculateJumpVerticalSpeed(baseHeight)) {
velocity += Vector3.up * CharacterMotorMoving.gravity * Time.deltaTime;
}
}
if(motor.IsGrounded() || velocity.y <= 0) {
jumping = false;
}
}
private static float CalculateJumpVerticalSpeed(float targetJumpHeight) {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(1 * targetJumpHeight * CharacterMotorMoving.gravity);
}
}
IF you can't figure that out then check out the game to see WHAT the problem is with the sliding off of blocks, Idk if this is allowed but.. www.deltabug.bugs3.com
What's the shape of your CharacterCollider? It feels like it must have rounded edges, or your voxels are having rounded edges. Have you tried drawing the colliders to see where they actually are?
Sorry but I'm kind of a noob at unity, But I don't exactly know what you mean. but Last time i checked it was shaped completely square to me.
Only other thing i can think of is your physics settings or world scale is out of whack and i cant help with that yet
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