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 JackalWorks · Nov 08, 2021 at 11:42 AM · physicsvelocitycontrolair

How to maintain directional velocity in air but remove control?

I am completely new and implemented a basic character controller with the new input system. Everything works but I am making a platformer and my character has complete control while in air which is too easy, and I want to be able to use my physics materials for when the player lands. If I add an if isGrounded, the player loses all directional velocity. Do i need to use a rigidbody controller?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Movement : MonoBehaviour{
 #pragma warning disable 649
 
     [SerializeField] CharacterController controller;
     [SerializeField] float speed = 11f;
     Vector2 horizontalInput;
 
     [SerializeField] float jumpHeit = 3.5f;
     bool jump;
 
     [SerializeField] float gravity = -30f;
     Vector3 verticalVelocity = Vector3.zero;
     [SerializeField] LayerMask groundMask;
     bool isGrounded;
 
     private void Update()
     {
         isGrounded = Physics.CheckSphere(transform.position, 0.1f, groundMask);
 
         //fixing jiggle jump
         if (isGrounded)
         {
             controller.stepOffset = 0.5f;
         }
         else
         {
             controller.stepOffset = 0f;
         }
 
         //turns off velocity in y direction when grounded
         if (isGrounded)
         {
             verticalVelocity.y = 0;
         }
 
         //Movement
         Vector3 horizontalVelocity = (transform.right * horizontalInput.x + transform.forward * horizontalInput.y) * speed;
         controller.Move(horizontalVelocity * Time.deltaTime);
 
         // Jump: v = sqrt(-2 * jumpHeit * gravity)
         if (jump)
         {
             if (isGrounded)
             {
                 verticalVelocity.y = Mathf.Sqrt(-2f * jumpHeit * gravity);
             }
             jump = false;
         }
 
         verticalVelocity.y += gravity * Time.deltaTime;
         controller.Move(verticalVelocity * Time.deltaTime);
     }
 
     public void RecieveInput (Vector2 _horizontalInput)
     {
         horizontalInput = _horizontalInput;
     }
 
     public void OnJumpPress()
     {
         jump = true;
     }
 
 
 }
 

 

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

209 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

Related Questions

How to make camera position relative to a specific target. 1 Answer

Obtaining Constant Speed with AddForce 1 Answer

Physics in 2d arkanoid. Tangential and normal velocity 1 Answer

Velocity Movement & Physics Interactions by Rigidbody2D 0 Answers

How to plot velocity of vehicle wheel collider on realtime graph 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