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Question by ItsKhanny · May 24, 2019 at 07:41 PM · c#rigidbodyrigidbody.addforce

Rigidbody Player gets stuck on walls when jumping

So, I am working on a fps controller that uses a rigidbody instead of Unity's Character Controller. I am currently running into a problem where when the player jumps then touches a wall, they will stop moving upward for a second before falling.


I have discovered that the player is still doing their full jump, but won't go any higher when touching a wall. I also discovered that using Rigidbody.AddForce causes this problem only. Rigidbody.MovePosition won't. I'm trying to figure out how to do this without using a Physics material on every collidable object in the game


Here is my movement code

 private void Update()
     {
         float v = Input.GetAxis("Vertical") * MoveSpeed;
         float h = Input.GetAxis("Horizontal") * StrafeSpeed;
 
         velocity = new Vector3(h, velocity.y, v);
         velocity = transform.TransformDirection(velocity);
 
         if (IsGrounded())
         {
 
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 RB.AddForce(transform.up * Mathf.Sqrt(JumpModifier * JumpForce * Gravity));
             }
         }
 
     }
 
     private void FixedUpdate()
     {
         RB.MovePosition(RB.position + velocity * Time.deltaTime);
     }


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avatar image sosmanov_amberstudio_com · Feb 12 at 03:54 PM 0
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I have the same issue also with MovePosition. Have you managed to somehow resolve the issue yet?

avatar image ItsKhanny sosmanov_amberstudio_com · Feb 26 at 08:34 AM 0
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My solution, which I found out 3 years later, was an easy-ish solution. Instead of using MovePosition, I ended up using AddForce. Now, unlike MovePosition, AddForce adds a force to the player. I'm adding my code as an answer so you can see what I'm doing

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Answer by ItsKhanny · Feb 26 at 08:36 AM

So, I'm now doing two things, using AddForce and using a PhysicsMaterial. So, here is my code for adding force to the player's movement

 var velocity = m_Rigidbody.velocity;
 var velocityChange = moveDirection - velocity;
 
 velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
 velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
 velocityChange.y = 0;
 
 m_Rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);

maxVelocityChange is just a float variable I have currently set to 20. Along with this, I do apply a PhysicsMaterial to the player with a friction of 0. This removes the issue of getting stuck on walls and the player can move fairly freely

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Answer by RustyCrow · May 24, 2019 at 08:47 PM

Just assign the material on the player maybe? that way you avoid doing it on the all the other stuff

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avatar image ItsKhanny · May 25, 2019 at 07:39 AM 0
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I've tried adding it to my player, but the it doesn't do anything different

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Answer by mpodlesny · Jul 24, 2020 at 06:44 PM

Assign a physics 2d material to your character then set the friction to zero on the material

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