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Player moves slightly to the side?
Hey guys,
I have a small issue with my player movement. The movement in the script is based on the player's rigidbody.
public void Walking()
{
if(Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
{
rigidbody.AddForce(0,0,walkingSpeed);
//rigidbody.velocity = new Vector3(0, 0, speed * Time.deltaTime);
//transform.rotation = Quaternion.LookRotation(Vector3.forward);
//rigidbody.rotation = Quaternion.Euler(0, 0, 0);
//rigidbody.velocity = transform.forward * speed * Time.deltaTime;
}
if (Input.GetKey(KeyCode.DownArrow)|| Input.GetKey(KeyCode.S))
{
rigidbody.AddForce(0,0,-walkingSpeed);
//rigidbody.velocity = new Vector3(0, 0, -speed * Time.deltaTime);
//transform.rotation = Quaternion.LookRotation(Vector3.back);
//rigidbody.rotation = Quaternion.Euler(0, 180, 0);
//rigidbody.velocity = -transform.forward * speed * Time.deltaTime;
}
if (Input.GetKey(KeyCode.RightArrow)|| Input.GetKey(KeyCode.D))
{
rigidbody.AddForce(walkingSpeed,0,0);
//rigidbody.velocity = new Vector3(speed * Time.deltaTime, 0, 0);
//transform.rotation = Quaternion.LookRotation(Vector3.right);
//rigidbody.rotation = Quaternion.Euler(0, 90, 0);
//rotate += rotateSpeed*Time.deltaTime;
}
if (Input.GetKey(KeyCode.LeftArrow)|| Input.GetKey(KeyCode.A))
{
rigidbody.AddForce(-walkingSpeed,0,0);
//rigidbody.velocity = new Vector3(-speed * Time.deltaTime, 0, 0);
//transform.rotation = Quaternion.LookRotation(Vector3.left);
//rigidbody.rotation = Quaternion.Euler(0, -90, 0);
//rotate -= rotateSpeed*Time.deltaTime;
}
}
You can take a look at the problem here.
I tried a couple of different things, but no success. I noticed that the player's collider box slightly sinks into the floor. Might that be the problem since he has a rigidbody and maybe the collision with the floor brings the object off from course?
Answer by applejuices · Nov 24, 2013 at 12:31 AM
Im not sure, but never have the player colliding with anything, it can cause collision errors and falling. basically move ht player up
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