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Question by kasoko · Jun 20, 2017 at 08:01 AM · c#gravityif statementnegativeinverted

Check if gravity is inverted

I need my character to jump down (negative y value) if the gravity is inverted. How do I script this? The gravity is multiplied with -1 when I press a button. So how do I make an if statement for when the gravity is inverted? Any help would be greatly appreciated!

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Answer by FlaSh-G · Jun 20, 2017 at 08:41 AM

You can read the gravity value and check if it is positive or negative, but it's usually cleaner to just have a boolean lying around. If we're talking global gravity (as in "not just some property in a single object"), a static variable mith come in handy in whatever class you're switching gravity.

 public static bool upwardsGravity = true;
 public void InvertGravity()
 {
   // Gravity float * -1 here
   upwardsGravity = !upwardsGravity;
 }

And then you go

 ThatScriptsName.upwardsGravity

wherever to ask about inverted gravity.

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avatar image kasoko · Jun 21, 2017 at 07:21 AM 0
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Thank you, that worked! The problem I have now however is that the character moves not only forward but slightly sideways when falling back down. What have I done wrong now?

avatar image FlaSh-G kasoko · Jun 21, 2017 at 08:42 AM 0
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There is no way to tell without knowing which components you use and what your code is.

avatar image kasoko FlaSh-G · Jun 21, 2017 at 10:01 AM 0
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$$anonymous$$akes sense, sorry. This is my code. Could the rotation affect the position?

void Start() { //rb = GetComponent(); //jump = new Vector3(0.0f, 2.0f, 0.0f);

     // get the third person character ( this should never be null due to require component )
     character = GetComponent<ThirdPersonCharacter>();

     StartCoroutine(Choreography());
 }

 // Update is called once per frame
 void Update()
 {

     if (Input.Get$$anonymous$$eyDown ("down") && upwardsGravity == true)
         transform.position += new Vector3(0,2,0) * jumpSpeed;

     if (Input.Get$$anonymous$$eyDown ("down") && isGrounded == false)
         InvertGravity();
     
     if (Input.Get$$anonymous$$eyDown ("down"))
         transform.Rotate (transform.rotation.x,transform.rotation.y,transform.rotation.z-180);

     if (Input.Get$$anonymous$$eyDown ("down") && upwardsGravity == false)
         transform.position += new Vector3(0,-2,0) * jumpSpeed;

 }

 void LateUpdate()
 {
     if (Input.Get$$anonymous$$eyDown ("down"))
         InvertGravity();
 }

 void OnCollisionEnter(Collision collision) {
     if (collision.gameObject.tag == "Ground"){
         grounded=true;
     }
 }
 void OnCollisionStay()
 {
     isGrounded = true;
 }

 IEnumerator Choreography()
 {
     yield return new WaitForFixedUpdate ();


     //walk forward
     float startTime = Time.time;
     float duration = 120f;
     while (Time.time < startTime + duration) {
         character.$$anonymous$$ove (Vector3.forward, false, false);
         yield return new WaitForFixedUpdate ();
     }
 }

}

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