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Question by olawrence21 · Feb 02, 2019 at 02:27 PM · first-person-controllerhoverfirst personhovering

How to achieve a stable hover

In the game that I am currently making the play character is supposed to hover off the ground. I had used the code from the Hover Car tutorial on the unity website however this causes a lot of fluctuation in height even when staying still on a flat surface. This is a problem because the game is supposed to be in the first person. Is there a way to make the player character more stable?

 public float hoverForce = 65f;
 public float hoverHeight = 3.5f;
 public Rigidbody playerRB;
 // Start is called before the first frame update
 void Start()
 {
     playerRB = GetComponent<Rigidbody>();
 }
 
 // Update is called once per frame
 void FixedUpdate()
 {
     Ray ray = new Ray(transform.position, -transform.up);
     RaycastHit hit;
 
     if (Physics.Raycast(ray, out hit, hoverHeight))
     {
         float proportionalHeight = (hoverHeight - hit.distance) / hoverHeight;
         Vector3 appliedHoverForce = Vector3.up * proportionalHeight * hoverForce;
         playerRB.AddForce(appliedHoverForce, ForceMode.Acceleration);
     }
 }
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Answer by RSWL51_ · Apr 15 at 12:28 PM

Heyo, I know this is an old question but as I stumbled upon that myself and did not find any satisfying solutions, I figured it out.

Here you go:


//distance being the distance to the ground

//hoverpower being an adjustable variable

Code to hover:

  if (distance < internalHoverHeight) {
  rigidbody.AddForce(groundNormal * hoverPower * (1 - (distance/internalHoverHeight)), ForceMode.Acceleration);  
         }

//hoverDampen being an adjustable variable

Code to dampen:

 Vector3 vel = rigidbody.velocity;
 Vector3 momentumUp = Vector3.Project(vel, groundNormal);
 rigidbody.velocity = vel - momentumUp * hoverDampen;

This basically subtracts a fraction of the velocity in your upwards direction from the velocity. A hoverDampen value of 1 would set the velocity in upwards direction to zero.

cheers :P

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