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Question by baiatul_antisocial99 · Mar 15, 2021 at 08:41 PM · movement scriptjumpinglag

My player is lagging/stuttering when trying to move mid-air(after jumping)

Here is my code:

 [RequireComponent(typeof(Rigidbody))]
 public class PlayerMovement : MonoBehaviour
 {
     public float _speed;
     public float jumpForce;
     private bool isGrounded;
     public Vector3 jump;
     
     
     Rigidbody rb;
     void Start()
     {
         rb = GetComponent<Rigidbody>();
         jump = new Vector3(0.0f, 2.0f, 0.0f);
     }
     
     
 
 
     private void OnCollisionStay(Collision collision)
     {
         isGrounded = true;
         
     }
 
     private void OnCollisionExit(Collision collision)
     {
         isGrounded = false;
         
     }
     void Update()
     {
 
         float horizontalInput = Input.GetAxis("Horizontal");
         float verticalInput = Input.GetAxis("Vertical");
         transform.Translate(new Vector3(horizontalInput, 0, verticalInput) * _speed * Time.deltaTime);
 
         if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
         {
             rb.AddForce(jump * jumpForce, ForceMode.Impulse );
 
         }
 
 
     }
 
         
 
 
   
 }


Note: The higher the jump is, the bigger the lag/stuttering gets I'm a total beginner and i've been trying to figure this out for the last 3 hours but I just can't find the problem. I thought it was because of the camera and tried to build the game but it lags anyways

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Answer by CoreDLL · Mar 15, 2021 at 08:52 PM

Because you use the RigidBody's Forces together with Transform.Translate(). You make jumps only with Transform.Translate() which is a little hard, or you move Character in all directions using only the Rigidbody's forces;

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avatar image baiatul_antisocial99 · Mar 15, 2021 at 09:10 PM 0
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Can you please explain how do I fix this because I'm a noob and to be honest I don't really know what to do

avatar image CoreDLL baiatul_antisocial99 · Mar 15, 2021 at 09:16 PM 1
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Instead of Translate use AddForce to make the movement be done only by Forces :

          rb.AddForce(new Vector3(horizontalInput, 0, verticalInput) * _speed);
 

And make sure that you don't multiply values that you put in AddForce with Time.deltaTime because the Rigidbody is doing this automatically.

avatar image baiatul_antisocial99 CoreDLL · Mar 15, 2021 at 09:22 PM 0
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thanks but.. now it doesn't jump at all

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