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This question was closed Feb 27, 2015 at 05:19 PM by meat5000 for the following reason:

Self answered.

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Question by ScopedGames · Feb 27, 2015 at 11:12 AM · c#charactercontrollergravity

How do add gravity?

I have gravity on my player but its not working Here is my code:

 void Update ()
     {
         moveDirection.y -= falling.accelerationDueToGravity * falling.playerMass * Time.deltaTime;
 
         moveDirection.y = Mathf.Max (velocity.y, -falling.terminalVelocity);
 
         playerController.Move (moveDirection * Time.deltaTime);
     }

Those variables are in classes, that's why i have things like falling.acceleration.

When I play, the gravity is not working, please help. Thanks in advance.

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avatar image NoseKills · Feb 27, 2015 at 01:38 PM 0
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What is velocity.y, and are you sure you $$anonymous$$athf.max() call results in something else than 0? Time to debug your values with debugger or Debug.Log()

avatar image BimSekai · Feb 27, 2015 at 03:49 PM 0
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What's the value of movedirection after each frame ? Is it set properly ?

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Answer by Fran-Martin · Feb 27, 2015 at 03:58 PM

If you want your object (e.g. a player) to fall due to gravity, you need to attach rigidbody and mesh components to the gameobject.

To change gravity's value through scripting Physics.gravity = Vector3(0, -9.8f, 0);

or go to Edit>Project Settings>Physics

http://docs.unity3d.com/ScriptReference/Physics-gravity.html

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Answer by ScopedGames · Feb 27, 2015 at 05:19 PM

Hi sorry for wasting your time i made a stupid mistake. Thanks nonetheless for the help.

Here is the working code:

 void Update ()
     {
         velocity = playerController.velocity;
 
         moveDirection.y -= falling.accelerationDueToGravity * falling.playerMass * Time.deltaTime;
 
         moveDirection.y = Mathf.Max (moveDirection.y, -falling.terminalVelocity);
 
         playerController.Move (moveDirection * Time.deltaTime);
     }

  
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