Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by TeeveeSquared · Nov 04, 2013 at 08:23 AM · collisionrigidbodyvelocityjump

Jumping from a conveyor belt with added velocity

I'm not sure if its the way my collisions or velocity functions are interacting, but the only thing that happens when I jump from this conveyor belt is a stunted little hop, barely off the ground. If I mash the keyboard, I might get a jump off here and there.

If it's the collisions, how might I set up a workaround to get off the ground?

If it's the velocity changes overwriting each other, how might I write them to get the constant motion that I need without interrupting the jump motion?

Thanks for your support

Excerpt from Character Motor Script

 function FixedUpdate(){
 
     if (DownwardG){
     rigidbody.AddForce(-gravity*rigidbody.mass*Vector3.up);
     }

     if (!ZeroGrav){
         if (!DownwardG){
     // apply constant weight force according to character normal:
     rigidbody.AddForce(-gravity*rigidbody.mass*myNormal);
     }  
     }
 
     
 
        if (Input.GetButtonDown("Jump")){ // jump pressed:
         if (isGrounded){ // no: if grounded, jump up
             //rigidbody.velocity += jumpSpeed * myNormal;
             rigidbody.velocity = jumpSpeed * myNormal;
             // rigidbody.velocity = Vector3(0,0,0);
             print("Jump!");
             //rigidbody.AddForce((550+gravity*rigidbody.mass)*myNormal);
 
         }                
 
     }

Conveyer belt script

 var x : float;
 
 var y : float;
 
 var z: float;
 
 //private var JumpFix : boolean = false;
 
 //private var OriginalVelocity : Vector3;
 
 private var MoveIt : boolean = false;
 
 private var ObjectToMove: GameObject;
 
  
 
  
 
 function FixedUpdate(){
 

 if (MoveIt){
 
 ObjectToMove.rigidbody.velocity = Vector3(x,y,z);

 //I thought something like this might help but it didn't, at least in the way I attempted
 
     //collidingObject.rigidbody.velocity = OriginalVelocity + Vector3(x,y,z);
 
     }
 
 }
 

 function OnCollisionStay(collidingObject : Collision)
 
 {
 
     print(x);
 
     print(y);
 
     print(z);
 
     ObjectToMove = collidingObject.gameObject;
 
     MoveIt = true;

 
 }
  
 
 function OnCollisionExit(collidingObject : Collision){
 
     print("exited");
 
     MoveIt = false;
 
     ObjectToMove.rigidbody.velocity = Vector3(0,0,0);
 
     }



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

15 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

Related Questions

[SIMPLE] Not loose speed when destroying colliding object 1 Answer

Collision detections under specific conditions 0 Answers

How do I have my player ball inherit the velocity of another gameObject? 2 Answers

Rigidbody Enemy and Collisions 2 Answers

how to limit horizontal input when jumping 1 Answer


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