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Question by sengel · Apr 11, 2014 at 12:52 AM · charactercontrollerslidingfirstpersoncontroller

Can I make a CharacterController slide UPhill?

I've built up a prototype of a sort of 3d linerunner. I want "riding" the line to be based on sliding physics. So far I've been using a first person charactercontroller, because it has sliding, walking, and controls all built in. When I hit the slide/line, I change the slope limit to 0, and everything works great UNTIL I reach a ramp or uphill section. As soon as the slope goes positive, Unity cancels out my velocity (immediately) and leaves me kind of glitching out at the bottom of the hill.

So I'm wondering if, before I go ahead and try to add a frictionless rigidbody to my character, there's any work-around within the charactercontroller itself?

Thanks much in advance for the help!

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avatar image getyour411 · Apr 11, 2014 at 01:00 AM 0
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Try adjusting the Step Offset

avatar image sengel · Apr 11, 2014 at 02:21 AM 0
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It was worth a shot, but when you crank it up high enough to be generalizable the rest of the movement breaks.

avatar image ToxxicSin · Apr 11, 2014 at 03:43 AM 0
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Did you check the slope limit?

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Answer by sengel · Apr 11, 2014 at 04:05 AM

Solved by fiddling with CharacterMotor.js

I added a public variable called frictionless that gets activated whenever the charactercontroller comes into contact with a frictionless surface. Then after the line

 var velocityChangeVector : Vector3 = (desiredVelocity - velocity);

I added a line

 if(frictionless) desiredVelocity += velocity;

so that it basically applies a force, rather than an impulse, if you're on a frictionless surface. Also, I changed the if statement above:

 // Find desired velocity
     var desiredVelocity : Vector3;
     if (grounded && TooSteep()) {

to

 // Find desired velocity
     var desiredVelocity : Vector3;
     if (grounded && (TooSteep() || frictionless)) {




Hope that helps to anyone with the same issue!

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