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Question by FullOutStudios · Jan 10, 2013 at 08:20 PM · rigidbodyfpscontrollerpushfirstpersonshooter

Pushing rigidbody with FPS Controller

I am making an FPS using the FPS controller that comes with Unity. I have added this script:

 // this script pushes all rigidbodies that the character touches
 var pushPower = 2.0;
 function OnControllerColliderHit (hit : ControllerColliderHit)
 {
 var body : Rigidbody = hit.collider.attachedRigidbody;
 // no rigidbody
 if (body == null || body.isKinematic)
 return;
 
 // We dont want to push objects below us
 if (hit.moveDirection.y < -0.3) 
 return;
 
 // Calculate push direction from move direction, 
 // we only push objects to the sides never up and down
 var pushDir = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
 
 // If you know how fast your character is trying to move,
 // then you can also multiply the push velocity by that.
 
 // Apply the push
 body.velocity = pushDir * pushPower;
 } 



It pushes the objects, but either its shaky, or it flips the object over. I just want a smooth push (like Source) . PLEASE HELP!

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avatar image FullOutStudios · Feb 06, 2013 at 04:56 PM 0
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Bump for help

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Answer by Dorque · Feb 11, 2013 at 10:36 PM

You just need to go to your rigidbody and Freeze Rotation for X, Y, and Z.

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Answer by cdrandin · Jan 10, 2013 at 09:00 PM

For a FPS, may I recommend using a character controller. Rigidbody is for enabling Unity's true physics engine and will interact truthfully how a real life object might act. Unity's boot camp tutorial teaches A LOT of what you want to do for a FPS. I suggest following the tutorial for it, if any, if not then just dissect the code.

http://unity3d.com/gallery/demos/live-demos#bootcamp

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avatar image FullOutStudios · Jan 10, 2013 at 09:21 PM 0
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I am using a character controller. The FPS character controller that comes with Unity. I want to be a able to push rigid bodies around (using the character controller) The script above is another script to make objects push-able by the FPS controller.

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Answer by MojopinStudios · Feb 06, 2013 at 05:10 PM

Have you tried using RigidBody.AddForce instead of changing the velocity of the RigidBody?

So try:

 body.AddForce(pushDir * pushPower);

Haven't tested as I'm not in front of my dev PC, but if you pass in the correct Vector3 to AddForce it should work.

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