Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Araph · Mar 04, 2014 at 04:22 AM · movementslidingslopes

How would you go about adding sliding to movement?

I've got a bit of a problem with some of my movement script. I don't actually need direct help with the code, but I need help with a logic problem.

Right now, the players can move around with WASD, standard FPS controls. Their speed is increased and decreased depending on whether or not they are moving up and down slopes, they can jump, and they have stamina. However, one part of this is giving me trouble: sliding down steep slopes.

My current approach is to take the normal direction of the surface the player last collided with from the bottom and check to see if the combined X and Z values are greater than a number. If they are, the player is marked as sliding and can't control themselves until the normal of the surface they're on is less than the previously used number.

However, this causes the player to slide down tiny bumps that they should be able to just step over if they were actually a walking human.

Is there (of course there is one, I'm just too dumb to figure it out apparently) a better way to do this? I've tried fiddling around with checking ahead of the player to see if the bump is small with raycasting, but every result I've gotten has been janky. If anybody can help, I'd really appreciate it, even if it's just throwing out ideas for me to try.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Garth-Smith · Jun 11, 2014 at 01:28 AM

I'd raycast around the player's feet to see if the ground is close. In a 3D game, I'd use maybe 4 raycasts by the feet. Front Center, Left Foot, Right Foot, Back Center.

If only 1 raycast hits a slope and the other 3 show solid ground, then don't slide.

If 1 raycast hits a slope, and the other raycasts hit a slope or hit nothing but air, then you know you're half off a cliff and it might be time to slide.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to add a value to a Raycast Vector 1 Answer

Sliding down a slope with a character controller 1 Answer

Why does my character keep sliding around? Help! (Rigid Body) 1 Answer

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Making a bubble level (not a game but work tool) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges