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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?
If you have any tips to improve my code pls comment, I am always happy to learn something new.
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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