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Question by IronPig_ · Oct 08, 2017 at 04:58 PM · rigidbodyvelocityjumping

Rigidbody flies up instead of just jumping.

I have this script attached to a capsule with a capsule collider and a rigidbody:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
 
     public float Speed;
     public float JumpStrenght;
 
     Rigidbody rb;
 
     // Use this for initialization
     void Start ()
     {
 
         rb = GetComponent<Rigidbody> ();
         
     }
     
     // Update is called once per frame
     void Update ()
     {
         Jump (); 
     }
 
     void FixedUpdate ()
     {
         Move ();
 
     }
 
     float hMov;
     float vMov;
 
 
     void Move ()
     {    
         hMov = Input.GetAxisRaw ("Horizontal");
         vMov = Input.GetAxisRaw ("Vertical");
 
         Vector3 moveVector = new Vector3 (hMov, rb.velocity.y, vMov);
         moveVector.Normalize ();
         rb.velocity = transform.TransformDirection (moveVector * Speed);
 
 
     }
 
     void Jump ()
     {
         if (Input.GetKeyDown (KeyCode.Space)) {
             rb.velocity += Vector3.up * JumpStrenght;
         }
     }
 }


When I press the space key the player starts flying upwards and never stops but I just want it to jump.

How to fix it?

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avatar image IronPig_ · Oct 08, 2017 at 05:00 PM 0
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If you have any tips to improve my code pls comment, I am always happy to learn something new.

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Answer by Eno-Khaon · Oct 08, 2017 at 06:49 PM

In these three lines:

 Vector3 moveVector = new Vector3 (hMov, rb.velocity.y, vMov);
 moveVector.Normalize ();
 rb.velocity = transform.TransformDirection (moveVector * Speed);

you create a vector, normalize it, then set that as your new velocity.

Why is this a problem? Well, you're factoring in vertical movement before normalizing the vector.

Fortunately, that also makes it an easy problem to solve, as well as an opportunity to improve efficiency and gamepad/analog support at the same time.

 Vector3 moveVector = transform.TransformDirection(new Vector3(hMov, 0, vMov));
 if(moveVector.sqrMagnitude > 1.0f)
 {
     moveVector.Normalize();
 }
 rb.velocity = (moveVector * Speed) + new Vector3(0, rb.velocity.y, 0);

With the if statement, the Vector only needs to be normalized when holding a diagonal for input. Then, the current effects of gravity are only factored in after everything else has been handled, so it will be left unaffected.

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avatar image IronPig_ · Oct 10, 2017 at 05:47 PM 0
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Thanks a lot sir. It solved the problem. :-)

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