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Question by Havrix · Mar 28, 2016 at 12:17 AM · character2d-platformer

Every time I click play my character floats up and just keeps going

I have tried everything I could think of! the Rigidbody2D has Z frozen, Apply Root Motion is unchecked. This is the code I am using

using UnityEngine; using System.Collections;

public class PlayerController : MonoBehaviour {

 [HideInInspector] public bool facingRight = true;
 [HideInInspector] public bool jump = true;

 public float moveForce = 365f;
 public float maxSpeed = 5f;
 public float jumpForce = 1000f;

 [HideInInspector] public Transform groundCheck;

 private bool grounded = false;
 private Animator animator;
 private Rigidbody2D rigidBody;
 


 void Awake()
 {
     // Setting up references.
     groundCheck = transform.Find("groundCheck");
     animator = GetComponent<Animator>();
     rigidBody = gameObject.GetComponent<Rigidbody2D>();
 }

 
 
 // Update is called once per frame
 void Update () {

     ////////////////////////////////////////////////////////
     // returns boolean if they hit anything
     // do from transform position --> groundCheck position
     // only lay is Ground layer
     grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
     

     if (Input.GetButtonDown("Jump") && grounded)
     
         jump = true;
     
 }

 // Physic loop ALWAYS in fixed update
 void FixedUpdate()
 {
     float horizontalAxis = Input.GetAxis("Horizontal");
     animator.SetFloat("Speed", Mathf.Abs(horizontalAxis)); // need absolute to ignore direction
     
     ////////MOVEMENT///////////////////////////////////
     if(horizontalAxis * rigidBody.velocity.x < maxSpeed)

         // horizontalAxis handles direction with +- sign
         rigidBody.AddForce(Vector2.right * horizontalAxis * moveForce);
     
     if(Mathf.Abs(rigidBody.velocity.x) > maxSpeed)

         rigidBody.velocity = new Vector2(Mathf.Sign(rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
     

     ///////////FLIP///////////////////////////////
     if(horizontalAxis > 0 && !facingRight)
         Flip();
     else if(horizontalAxis < 0 && facingRight)
         Flip();

     //////////////JUMP////////////////////////////
     if (jump)
     
         animator.SetTrigger("Jump");
     rigidBody.AddForce(new Vector2(0f, jumpForce));
         jump = false;
     
 }

 // Flip character to opposite direction
 void Flip()
 {
     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1; //invert
     transform.localScale = theScale;
 }

}

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avatar image meat5000 ♦ · Mar 26, 2016 at 08:30 PM 0
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On the import of your model, on whichever animation is playing when you observe the floating, try baking y position.

avatar image Havrix meat5000 ♦ · Mar 26, 2016 at 08:58 PM 0
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If I clock the Y then it wont jump anymore. It is on the idle sprite

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