Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by yar1k0 · Mar 31 at 07:11 PM · rigidbodyplayer movement

Player Controller(Rigidbody) going trough corners

My player controller going trough corners, and I do not know why :(

Here is the script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Photon.Pun;
 using Photon.Realtime;
 using Hashtable = ExitGames.Client.Photon.Hashtable;
 using UnityEngine.UI;
 
 public class PlayerController : MonoBehaviourPunCallbacks, IDamageable
 {
     private Animator anim;
     [SerializeField] private float speed;
 
     [SerializeField] Image healthbarImage;
     [SerializeField] GameObject ui;
 
     [SerializeField] GameObject cameraHolder;
 
     [SerializeField] float mouseSensivity, sprintSpeed, walkSpeed, jumpForce, smoothTime;
 
     [SerializeField] Item[] items;
 
     int itemIndex;
     int previousItemIndex = -1;
 
     float verticalLookRotation;
     bool grounded;
     Vector3 smoothMoveVelocity;
     Vector3 moveAmount;
 
     Rigidbody rb;
 
     PhotonView PV;
 
     const float maxHealth = 100f;
     float currentHealth = maxHealth;
 
     PlayerManager playerManager;
 
     void Awake()
     {
         rb = GetComponent<Rigidbody>();
         PV = GetComponent<PhotonView>();
         anim = GetComponent<Animator>();
 
         playerManager = PhotonView.Find((int)PV.InstantiationData[0]).GetComponent<PlayerManager>();
     }
 
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
 
         if (PV.IsMine)
         {
             EquipItem(0);
         }
         else
         {
             Destroy(GetComponentInChildren<Camera>().gameObject);
             Destroy(rb);
             Destroy(ui);
         }
     }
 
     void Update()
     {
         if (!PV.IsMine)
             return;
 
         Look();
         Move();
         Jump();
 
         for(int i = 0; i < items.Length; i++)
         {
             if(Input.GetKeyDown((i + 1).ToString()))
             {
                 EquipItem(i);
                 break;
             }
         }
 
         if(Input.GetAxisRaw("Mouse ScrollWheel") > 0f)
         {
             if (itemIndex >= items.Length - 1)
             {
                 EquipItem(0);
             }
             else
             {
                 EquipItem(itemIndex + 1);
             }
         }
         else if (Input.GetAxisRaw("Mouse ScrollWheel") < 0f)
         {
             if(itemIndex <= 0)
             {
                 EquipItem(items.Length - 1);
             }
             else
             {
                 EquipItem(itemIndex - 1);
             }
         }
 
         if(Input.GetMouseButtonDown(0))
         {
             items[itemIndex].Use();
         }
         
         if (Input.GetMouseButton(0))
         {
             items[itemIndex].UseCooldown();
         }
 
         if (Input.GetKeyDown(KeyCode.Escape))
         {
             Cursor.lockState = CursorLockMode.None;
         }
     }
 
     void Look()
     {
         transform.Rotate(Vector3.up * Input.GetAxisRaw("Mouse X") * mouseSensivity);
 
         verticalLookRotation += Input.GetAxisRaw("Mouse Y") * mouseSensivity;
         verticalLookRotation = Mathf.Clamp(verticalLookRotation, -90f, 90f);
 
         cameraHolder.transform.localEulerAngles = Vector3.left * verticalLookRotation;
     }
 
     void Move()
     {
         Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;
 
         moveAmount = Vector3.SmoothDamp(moveAmount, moveDir * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : walkSpeed), ref smoothMoveVelocity, smoothTime);
         anim.SetFloat("Speed", moveDir.z);
     }
 
     void Jump()
     {
         if (Input.GetKeyDown(KeyCode.Space) && grounded)
         {
             rb.AddForce(transform.up * jumpForce);
         }
     }
 
     void EquipItem(int _index)
     {
         if(_index == previousItemIndex)
             return;
 
         itemIndex = _index;
 
         items[itemIndex].itemGameObject.SetActive(true);
 
         if(previousItemIndex != -1)
         {
             items[previousItemIndex].itemGameObject.SetActive(false);
         }
 
         previousItemIndex = itemIndex;
 
         if (PV.IsMine)
         {
             Hashtable hash = new Hashtable();
             hash.Add("itemIndex", itemIndex);
             PhotonNetwork.LocalPlayer.SetCustomProperties(hash);
         }
     }
 
     public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
     {
         if(!PV.IsMine && targetPlayer == PV.Owner)
         {
             EquipItem((int)changedProps["itemIndex"]);
         }
     }
 
     public void SetGroundedState(bool _grounded)
     {
         grounded = _grounded;
     }
 
     void FixedUpdate()
     {
         if (!PV.IsMine)
             return;
 
         rb.MovePosition(rb.position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime);
     }
 
     public void TakeDamage(float damage)
     {
         PV.RPC("RPC_TakeDamage", RpcTarget.All, damage);
     }
 
     [PunRPC]
     void RPC_TakeDamage(float damage)
     {
         if (!PV.IsMine)
             return;
 
         currentHealth -= damage;
 
         healthbarImage.fillAmount = currentHealth / maxHealth;
 
         if(currentHealth <= 0)
         {
             Die();
         }
     }
 
     void Die()
     {
         playerManager.Die();
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

234 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Change player gravity by pressing a key? 1 Answer

Ball Speed is not increasing as per code 0 Answers

Rigidbody falling not according to physics, only when script is applied. 0 Answers

Help about understanding ceratin command problem 1 Answer

Rigidbody can push but can't be pushed 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges