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 Anonyymi · Apr 24, 2015 at 05:56 PM · movementrigidbodydisablewall jump

Rigidbody movement walls climb disable

Hello i have a problem. I have maked own rigidbody movement script, and it have air acceleration. So the player can jump on the walls and it can stay on the walls. How i can stop it easily. I have tried physicmaterials what have 0 friction but it didn't work. here is the script :

 var speed = 10.0;
 var gravity = 10.0;
 var maxVelocityChange = 10.0;
 var canJump = true;
 var jumpHeight = 2.0;
 var airspeed = 8.0;
 private var truespeed = 0.0;
 private var grounded = false;
  
 @script RequireComponent(Rigidbody, CapsuleCollider)
  
 function Awake ()
 {
     rigidbody.freezeRotation = true;
     rigidbody.useGravity = false;
 }
  
 function FixedUpdate ()
 {
 
     // Calculate how fast we should be moving
         var targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
         targetVelocity = transform.TransformDirection(targetVelocity);
         targetVelocity *= truespeed;
  
         // Apply a force that attempts to reach our target velocity
         var velocity = rigidbody.velocity;
         var velocityChange = (targetVelocity - velocity);
         velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
         velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
         velocityChange.y = 0;
         rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
     
     if(grounded == false){
         truespeed = airspeed;
      
     }
     if (grounded == true)
     {
         truespeed = speed;
         
         // Jump
         if (canJump && Input.GetButton("Jump"))
         {
             rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
         }
     }
  
     // We apply gravity manually for more tuning control
     rigidbody.AddForce(Vector3 (0, -gravity * rigidbody.mass, 0));
  
     grounded = false;
 }
  
 function OnCollisionStay (hit : Collision)
 {
     grounded = true;    
     if(hit.gameObject.tag == "friction"){
          transform.parent = hit.transform ; 
      }else{
          transform.parent = null;
  }
 }
  
 function CalculateJumpVerticalSpeed ()
 {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt(2 * jumpHeight * gravity);
 }
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

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Phoera · Aug 07, 2015 at 11:28 AM

You can make your grounded check by raycasting forward from the player instead of doing this down, and then don't apply gravity if character is grounded (wall'd actually :)

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
avatar image
0

Answer by Cherno · Apr 24, 2015 at 09:56 PM

Personally, I find that creating a Physics material helps. You can also push back the character from the contact point when he hits a wall with a force equal to the movement velocity, or slightly above.

See this link for code examples.

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Wall jump, jump movement not working 0 Answers

strange behaviour after object collision 1 Answer

How to make an object without Rigidbody move at the same speed as an object with Rigidbody? 1 Answer

How to rotate a Rigidbody without rotating the gameObject? 1 Answer

How to drag and drop a instantiate prefab on my mobile game 3D using touchs! 0 Answers


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