Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Crioyan · May 12 at 08:18 PM · scripting problemmovement

Slow falling

Hello,

I am a beginner with coding and followed a tutorial on YouTube for 3rd person movement with Unity's input manager by Sebastian Graves, in the tutorial we created scrips to move and animate a character but in the tutorial whenever the character is in the air movement is blocked. I found out that it was because of a boolean called "isInterancing", I manged to remove the if statement that blocks movement when the character is falling but when after doing that the character now falls too slow as shown below, I can't figure out why, so I hope someone can help me please. alt text

 public class PlayerLocomotion : MonoBehaviour
 {
     PlayerManager playerManager;
     animatorManager animatorManager;
     inputManager inputManager;
 
     Vector3 moveDirection;
     Transform cameraObject;
     Rigidbody playerRigidbody;
 
     [Header("Falling")]
     public float inAirTimer;
     public float leapingVelocity;
     public float fallingVelocity;
     public float rayCastHeightOffSet = 0.5f;
     public LayerMask groundLayer;
 
     
     [Header("Movement Flags")]
     public bool isSprinting;
     public bool isJumping;
     public bool isGrounded;
 
 
     [Header ("Movement Speeds")]
     public float walkingSpeed = 1.5f;
     public float runningSpeed = 5;
     public float sprintingSpeed = 7;
     public float rotationSpeed = 15;
 
 
     [Header("Jump Speeds")]
     public float jumpHeight = 3;
     public float gravityIntensity = -15;
 
 
 
     private void Awake()
     {
 
         playerManager = GetComponent<PlayerManager>();
         animatorManager = GetComponent<animatorManager>();
         inputManager = GetComponent<inputManager>();
         playerRigidbody = GetComponent<Rigidbody>();
         cameraObject = Camera.main.transform;
     }
 
     public void HandleAllMovement()
     {
 
         HandleFallingAndLanding();
 
        if (playerManager.isInteracting)
           return;
 
         if (isJumping)
            return;
 
         HandleMovement();
         HandleRotation();
     }
     private void HandleMovement()
     {
         if (isJumping)
             return;
         moveDirection = cameraObject.forward * inputManager.verticalInput;
         moveDirection = moveDirection + cameraObject.right * inputManager.horizontalInput;
         moveDirection.Normalize();
         moveDirection.y = 0;
 
         if(isSprinting)
         {
             moveDirection = moveDirection * sprintingSpeed;
         }
         else
         {
             if (inputManager.moveAmount >= 0.5f)
             {
                 moveDirection = moveDirection * runningSpeed;
             }
             else
             {
                 moveDirection = moveDirection * walkingSpeed;
             }
         }
 
 
        
        
         
 
         Vector3 movementVelocity = moveDirection;
         playerRigidbody.velocity = movementVelocity;
 
 
     }
 
     private void HandleRotation()
     {
         if (isJumping)
             return;
 
         Vector3 targetDirection = Vector3.zero;
         targetDirection = cameraObject.forward * inputManager.verticalInput;
         targetDirection = targetDirection +cameraObject.right * inputManager.horizontalInput;
         targetDirection.Normalize();
         targetDirection.y = 0;
 
         if (targetDirection == Vector3.zero)
             targetDirection = transform.forward;
 
         Quaternion targetRotation = Quaternion.LookRotation(targetDirection);
         Quaternion playerRotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
 
         transform.rotation = playerRotation;
     }
 
     private void HandleFallingAndLanding()
     {
         RaycastHit hit;
         Vector3 rayCastOrigin = transform.position;
         rayCastOrigin.y = rayCastOrigin.y + rayCastHeightOffSet;
 
         if (!isGrounded&& !isJumping)
         {
             if(!playerManager.isInteracting)
             {
                animatorManager.PlayTargetAnimation("Falling", true);
             }
 
             inAirTimer = inAirTimer + Time.deltaTime;
             playerRigidbody.AddForce(transform.forward * leapingVelocity);
             playerRigidbody.AddForce(-Vector3.up * fallingVelocity * inAirTimer);
             }
 
         if(Physics.SphereCast(rayCastOrigin, 0.2f, -Vector3.up, out hit, groundLayer))
         {
             if (!isGrounded)
             {
                 animatorManager.PlayTargetAnimation("Landing", true);
             }
 
             inAirTimer = 0;
             isGrounded = true;
 
         }
         else
         {
             isGrounded = false;
         }
     }
 
     public void HandleJumping()
     {
 
         if(isGrounded)
         {
             animatorManager.animator.SetBool("isJumping", true);
             animatorManager.PlayTargetAnimation("Jumping", false);
 
             float jumpingVelocity = Mathf.Sqrt(-2 * gravityIntensity * jumpHeight);
             Vector3 playerVelocity = moveDirection;
             playerVelocity.y = jumpingVelocity;
             playerRigidbody.velocity = playerVelocity;
         }
     }
 
 
 }
das564.gif (237.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

330 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity Space Shooter Tutorial Player Will Not Move 1 Answer

How can I let stuff reset in the script when touching a button 2 Answers

3d movement not working as intended 0 Answers

how to make my character move up and down in android control (endless runner game) 0 Answers

How can I stop a gameobject movement with timer? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges