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Question by omarahmedabdelhakim · Dec 29, 2020 at 06:40 PM · scripting problemcolliderglitch

Player glitches in walls

I made a sci-fi parkour game, I made a player controller script.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public Rigidbody rigidBody;
 
     public float movementSpeed;
     public float jumpForce;
 
     private Vector3 movementDirection;
     private bool isJumping = false;
 
     // Start is called before the first frame update
     void Start()
     {
         rigidBody = this.GetComponent<Rigidbody>();
 
         isJumping = false;
     }
 
     // Update is called once per frame
     void Update()
     {
         var horizontalInput = Input.GetAxis("Horizontal");
         var verticalInput = Input.GetAxis("Vertical");
 
         movementDirection = transform.right * horizontalInput * movementSpeed + transform.forward * verticalInput * movementSpeed;
 
         if (Physics.Raycast(transform.position, Vector3.down, 1.1f))
         {
             if (Input.GetKeyDown("space"))
             {
                 isJumping = true;
             }
         }
     }
 
     void FixedUpdate()
     {
         rigidBody.MovePosition(transform.position + (movementDirection * Time.fixedDeltaTime));
 
         if (isJumping == true)
         {
             rigidBody.AddForce(0, (jumpForce * 10) * Time.fixedDeltaTime, 0, ForceMode.VelocityChange);
             isJumping = false;
         }
     }
 }

I made levels for my game using Pro-builder.

alt text

Now, I baked some lighting maps and enabled Global Illumination.

I ran into a problem where the player glitches through walls when I enter a horizontal and vertical keyboard input at the same time. The player can also walk through corners easily without pressing two inputs at a time, As if I disabled the collider. I checked all the colliders, They were all perfect. I added a new Vector3 variable that contains the horizontal input as x, and vertical input as z, Then I normalized it. The player can no longer glitch through the walls, But can still walk through corners. It also made the movement a bit snappy, As if you are using GetAxisRaw() instead of GetAxis().

screenshot.png (317.6 kB)
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