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Question by doleary-3800 · Feb 26, 2021 at 07:22 PM · movementinputvrcharactercontrollerlocomotion

is it possible to edit the Continuous Move provider (Action based) to add a jump feature?

Hi,
I am using Open XR and the new input system to make a demo and everything is working, I can move, look around and interact with objects, but I can't find a way to add a jump ability that works with my player set up. nor can I find where the script for the movement is being executed.
I have added a jump button to the control scheme and have tried to implement the jump feature in a separate script, but when I try it either jumps a small step then falls or just flies straight up without stopping.
Below is a pic of the character inspector


alt text


If you know how to implement a jump onto this rig using the existing movement providers or where the script for movement is executed please let me know.
Of course if you can think of a better way to implement this please do share.

componanttags.png (174.4 kB)
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avatar image shujip · Aug 19, 2021 at 05:19 PM 0
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I met the same problem. Do you have resolution now?,I have same problem. Do you have resolution now?

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Answer by LifehackersTW · May 23 at 01:55 PM

Hi @doleary-3800 , The question was here for a long while. I am not sure if you have a solution for this already or not. I was also looking for a way to implement jump, but I still can't find one.

This is my implementation. I am not sure if this is a good solution, but I basically disabled the gravity on Continuous Move Provider, and calculate all the vertical velocity on my own.

 using UnityEngine;
 using UnityEngine.InputSystem;
 using UnityEngine.XR.Interaction.Toolkit;
 
 public class JumpLocomotionProvider : LocomotionProvider
 {
     public float jumpSpeed = 2f;
     [SerializeField] private InputActionProperty inputActionProperty;
     [SerializeField] private CharacterController playerController;
 
     private Vector3 _verticalSpeed = Vector3.zero;
     private bool _downwardCollided = false;
     
     void Update()
     {
         if(playerController.isGrounded || _downwardCollided)
         {
             if (inputActionProperty.action.IsPressed())
             {
                 _verticalSpeed = Vector3.up * jumpSpeed;
             }
             else
             {
                 _verticalSpeed = Vector3.zero;
             }
         }
         else
         {
             _verticalSpeed += Physics.gravity * Time.deltaTime;
         }
         
         var collisionFlags = playerController.Move(_verticalSpeed * Time.deltaTime);
         _downwardCollided = (collisionFlags & CollisionFlags.Below) != 0;
     }
 }
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