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Question by Bizzarro · Nov 07, 2014 at 10:58 PM · scripting problemanimatormechanim animation

l need HELP please, with animator jump scripting

Hi, l downloaded two scripts from an guy in Youtube channel Sebastian Lague, l used animations from the Raw MoCap data for mechanim from assests store and used it on my model. The running and walking transitions works great, l can walk and run with no problem but l can't jump. BTW l'm completely new to Programming but l find it interesting.

When l click "Space" nothing happens, l have to set the public float gravity to 0 of my character vibrates through my rectangle ground gameobject. My game is a 2.5 d side scrolling. l posted two of them because l don't know where the problem is.

Player Conroller.sc

using UnityEngine; using System.Collections;

[RequireComponent(typeof(PlayerPhysics))] public class PlayerController : MonoBehaviour {

 // Player Handling
 public float gravity = 20;
 public float walkSpeed = 8;
 public float runSpeed = 12;
 public float acceleration = 30;
 public float jumpHeight = 12;
 public float jumpForward = 10;
 
 // System
 private float animationSpeed;
 private float currentSpeed;
 private float targetSpeed;
 private Vector3 amountToMove;
 
 // States
 private bool jumping;
 private bool sliding;


 // Components
 private PlayerPhysics playerPhysics;
 private Animator animator;
 

 void Start () {
     playerPhysics = GetComponent<PlayerPhysics>();
     animator = GetComponent<Animator>();
     
     animator.SetLayerWeight(1,1);
 }
 
 void Update () {
     // Reset acceleration upon collision
     if (playerPhysics.movementStopped) {
         targetSpeed = 0;
         currentSpeed = 0;
     }
     
     // If player is touching the ground
     if (playerPhysics.grounded) {
         amountToMove.y = 0;

         
         // Jump logic
         if (jumping) {
             jumping = false;
             animator.SetBool("Jumping",false);
         }
         
         // Slide logic
         if (sliding) {
             if (Mathf.Abs(currentSpeed) < .25f) {
                 sliding = false;
                 animator.SetBool("Sliding",false);
                 playerPhysics.ResetCollider();
             }
         }
         
         
         // Jump Input
         if (Input.GetButtonDown("Jump")) {
             amountToMove.y = jumpHeight;
             jumping = true;
             animator.SetBool("Jumping",true);
     
         }
     }
     
     // Set animator parameters
     animationSpeed = IncrementTowards(animationSpeed,Mathf.Abs(targetSpeed),acceleration);
     animator.SetFloat("Speed",animationSpeed);
     
     // Input
     if (!sliding) {
         float speed = (Input.GetButton("Run"))?runSpeed:walkSpeed;
         targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
         currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);
         
         // Face Direction
         float moveDir = Input.GetAxisRaw("Horizontal");
         if (moveDir !=0) {
             transform.eulerAngles = (moveDir>0)?Vector3.up * 180:Vector3.zero;
         }
     }
     else {
     //    currentSpeed = IncrementTowards(currentSpeed, targetSpeed,Jump);
     }
     
     // Set amount to move
     amountToMove.z = currentSpeed;
     amountToMove.y -= gravity * Time.deltaTime;
     playerPhysics.Move(amountToMove * Time.deltaTime);

 }
 
 // Increase n towards target by speed
 private float IncrementTowards(float n, float target, float a) {
     if (n == target) {
         return n;    
     }
     else {
         float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
         n += a * Time.deltaTime * dir;
         return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
     }
 }

}


PlayerPhysics.cs


using UnityEngine; using System.Collections;

[RequireComponent (typeof(BoxCollider))] public class PlayerPhysics : MonoBehaviour {

 public LayerMask collisionMask;

 private BoxCollider collider;
 private Vector3 s;
 private Vector3 c;
 
 private Vector3 originalSize;
 private Vector3 originalCentre;
 private float colliderScale;
 
 private int collisionDivisionsX = 3;
 private int collisionDivisionsY =10;
 
 private float skin = .005f;
 
 [HideInInspector]
 public bool grounded;
 [HideInInspector]
 public bool movementStopped;
 
 Ray ray;
 RaycastHit hit;
 
 void Start() {
     collider = GetComponent<BoxCollider>();
     colliderScale = transform.localScale.x;
     
     originalSize = collider.size;
     originalCentre = collider.center;
     SetCollider(originalSize,originalCentre);
 }

 public void Move(Vector3 moveAmount) {
     
     float deltaY = moveAmount.y;
     float deltaX = moveAmount.x;
     Vector3 p = transform.position;
     
     // Check collisions above and below
     grounded = false;
     
     for (int i = 0; i<collisionDivisionsX; i ++) {
         float dir = Mathf.Sign(deltaY);
         float x = (p.x + c.x - s.x/2) + s.x/(collisionDivisionsX-1) * i; // Left, centre and then rightmost point of collider
         float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
         
         ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
         Debug.DrawRay(ray.origin,ray.direction);
         
         if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY) + skin,collisionMask)) {
             // Get Distance between player and ground
             float dst = Vector3.Distance (ray.origin, hit.point);
             
             // Stop player's downwards movement after coming within skin width of a collider
             if (dst > skin) {
                 deltaY = dst * dir - skin * dir;
             }
             else {
                 deltaY = 0;
             }
             
             grounded = true;
             
             break;
             
         }
     }
     
     
     // Check collisions left and right
     movementStopped = false;
     for (int i = 0; i<collisionDivisionsY; i ++) {
         float dir = Mathf.Sign(deltaX);
         float x = p.x + c.x + s.x/2 * dir;
         float y = p.y + c.y - s.y/2 + s.y/(collisionDivisionsY-1) * i;
         
         ray = new Ray(new Vector2(x,y), new Vector2(dir,0));
         Debug.DrawRay(ray.origin,ray.direction);
         
         if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaX) + skin,collisionMask)) {
             // Get Distance between player and ground
             float dst = Vector3.Distance (ray.origin, hit.point);
             
             // Stop player's downwards movement after coming within skin width of a collider
             if (dst > skin) {
                 deltaX = dst * dir - skin * dir;
             }
             else {
                 deltaX = 0;
             }
             
             movementStopped = true;
             break;
             
         }
     }
     
     if (!grounded && !movementStopped) {
         Vector3 playerDir = new Vector3(deltaX,deltaY);
         Vector3 o = new Vector3(p.x + c.x + s.x/2 * Mathf.Sign(deltaX),p.y + c.y + s.y/2 * Mathf.Sign(deltaY));
         ray = new Ray(o,playerDir.normalized);
         
         if (Physics.Raycast(ray,Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY),collisionMask)) {
             grounded = true;
             deltaY = 0;
         }
     }


     Vector2 finalTransform = new Vector2(deltaX,deltaY);
     
     transform.Translate(finalTransform,Space.World);
 }
 
 // Set collider
 public void SetCollider(Vector3 size, Vector3 centre) {
     collider.size = size;
     collider.center = centre;
     
     s = size * colliderScale;
     c = centre * colliderScale;
 }
 
 public void ResetCollider() {
     SetCollider(originalSize,originalCentre);    
 }
 

}

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avatar image FairGamesProductions · Nov 08, 2014 at 12:49 AM 0
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When it comes to animations, usually, a video tells more than the code. A short clip showing the problem would help.

avatar image AlexanderPatrick · Nov 08, 2014 at 01:28 AM 0
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It is probably that your jump is being cancelled, the moment you start to jump. Player Conroller.sc@47

avatar image Bizzarro · Nov 08, 2014 at 03:38 PM 0
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Thank you for the reply

https://www.dropbox.com/s/j415nx6kqy75hns/Video%2008-11-2014%2015-01-03.avi?dl=0

Here is the video , l tried switching the true and false statement but nothing changed, btw way the transition from locomotion to jump is true, back transition is false. Also the jump height doesn't affect the jump when l forced the jump by clicking on the bool Jumping tick box parameter on the animator. l can't set the gravity to the original 20 because the character will just fall throught instantly.

avatar image Ali-hatem · Nov 08, 2014 at 09:48 PM 0
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so you can't jump or you can't play animation when you jump ?

avatar image AlexanderPatrick · Nov 08, 2014 at 10:23 PM 0
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Okay, from the video, it seems like it is because your character is touching the ground still after jumping which causes the jump animation to just revert back to the standing animation.

However, there is a greater problem. Your character is sinking into the floor. I cannot say for sure but I get the feeling it is because of the PlayerPhysics.$$anonymous$$ove. Something in there may be causing it to move incorrectly, and line 112 is using transform translation ins$$anonymous$$d of Rigidbody forces which may also be a problem.

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