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Question by jonstephens778 · Sep 26, 2018 at 07:02 AM · unity 5jumpjumpingcharacter controller

Best way to implement jump method for character controller

I'm designing my character movement system and am stuck on the jump method. I've looked around but can't seem to find the right answer. Can you look at my code and tell me what you think would be the best way to implement a jump method?

using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterController))] public class Player : MonoBehaviour {

   private CharacterController controller;
   [SerializeField]
   private float Speed = 6f;
   private float gravity = 9.81f;
   public float RotateSpeed = 6f;
  
 
 

  

 void Start () {
     controller = GetComponent<CharacterController>();

 }
 void Update () {
     // CalculateMovement();
     
       CharacterController controller = GetComponent<CharacterController>();
      if (transform != null)
      {
          transform.Rotate(0, Input.GetAxis("Horizontal") * RotateSpeed, 0);
          var forward = transform.TransformDirection(Vector3.forward);
          float curSpeed = Speed * Input.GetAxis("Vertical");
          controller.SimpleMove(forward * curSpeed);
      }
      
      
 
 }
 }

Thanks!

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Answer by KittenSnipes · Sep 27, 2018 at 02:47 AM

@jonstephens778 Here is a nice little script that does movement and jump without any problems I think lol. Have fun with the script. I tried to explain it a bit through comments.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 //Make sure that our object has a CharacterController
 //It is required for movement
 [RequireComponent(typeof(CharacterController))]
 public class TesterThubg : MonoBehaviour
 {
     //Private reference to the controller
     private CharacterController controller;

     //Movement speed
     [SerializeField]
     private float Speed = 6f;

     //Rotation speed
     public float RotateSpeed = 6f;

     //Speed or force of our jump
     public float jumpSpeed = 8.0F;

     //Used to get the direction of our movement
     private Vector3 moveDirection = Vector3.zero;

     //Force of gravity that effects movement
     private float gravity = 9.81f;
 
     void Start()
     {
         //Get our reference for our controller
         controller = GetComponent<CharacterController>();
     }
 
     void Update()
     {
         //Checks to see whether our object exists
         if (transform != null)
         {
             //If our controller is grounded and we press the jump button
             if (controller.isGrounded && Input.GetButton("Jump"))
             {
                 //Set our move direction's y equal to our force or speed of our jump
                 moveDirection.y = jumpSpeed;
             }
             //Make sure our descent to the ground looks naturalish
             moveDirection.y -= gravity * Time.deltaTime;

             //Move our controller appropriately
             controller.Move(moveDirection * Time.deltaTime);

             //Used to rotate character with given inputs
             transform.Rotate(0, Input.GetAxis("Horizontal") * RotateSpeed, 0);

             //Inputs used for ground movement
             var forward = transform.TransformDirection(Vector3.forward);
             float curSpeed = Speed * Input.GetAxis("Vertical");

             //Move our controller appropriately given the inputs
             controller.SimpleMove(forward * curSpeed);
         }
     }
 }





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