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Question by Muke24 · Mar 18 at 02:42 AM · movementrigidbodyfrictionforces

Replicate Krunker slide hop movement

I've got a working (but not quite right) script that I cant seem to get the sliding of my character correct. I am aiming to get the sliding the same as it is in Krunker.io.

The current issues I have is that when I slide and rotate my player at the same time my player continues its velocity in the original direction (so the ground feels slippery). I have added counter movements to try and stop that and by doing that it completely stops or slows down the player while sliding so I added more force forwards to stop that. Problem is I cant have to much counter of either one or I accelerate the slide way too fast, or I still slide off to the side and not the direction I want to fully go in. What can I do to change this?

Here is my code -

 private void StartCrouch()
     {
         transform.localScale = crouchScale;
         if (rb.velocity.magnitude > 0.5f)
         {
             if (grounded)
             {
                 if (stopSlide == false)
                 {
                     rb.AddForce(orientation.transform.forward * slideForce, ForceMode.Force);
                     
                     stopSlide = true;
                 }
                 if (localVelocity.x < -1) // Add force against Left
                 {
                     rb.AddForce(orientation.transform.right * (sideSlideForce + (-localVelocity.x * changeDirWhenSlideSpeedMultiplier)), ForceMode.Force);
                     rb.AddForce(orientation.transform.forward * (sideSlideForce + (-localVelocity.x * changeDirWhenSlideSpeedMultiplier)), ForceMode.Force);
                 }
 
                 else if (localVelocity.x > 1) // Add force against Right
                 {
                     rb.AddForce(-orientation.transform.right * (sideSlideForce + (localVelocity.x * changeDirWhenSlideSpeedMultiplier)), ForceMode.Force);
                     rb.AddForce(orientation.transform.forward * (sideSlideForce + (localVelocity.x * changeDirWhenSlideSpeedMultiplier)), ForceMode.Force);
                 }
 
                 if (localVelocity.z < -1)
                 {
                     curSideForce = orientation.transform.forward * (sideSlideForce * (-localVelocity.z * changeDirWhenSlideSpeedMultiplier));
                         
                     rb.AddForce(orientation.transform.forward * (sideSlideForce * (-localVelocity.z * changeDirWhenSlideSpeedMultiplier)), ForceMode.Force);
                 }
             }
         }
     }
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