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Question by SrManucho · Nov 30, 2020 at 02:23 AM · movementcharactercontrollerslopeslideslopes

How do I make my character fall off slopes grater than its slope limit?

Hi!

I was wondering if anyone could help me with my code. The thing is, when the character gets to a slope with a bigger angle than his slope limit, it just stays there. The idea is that I want him to slide down the slope and while it's falling the user cannot move, like in WoW, but I don't know how. If there is a simple solution, pls tell me. I would be very grateful. Here is the code for "characterMovement" using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMove : MonoBehaviour { [SerializeField] Transform playerCamera = null; [SerializeField] float mouseSensitivity = 3.5f; [SerializeField] float walkSpeed = 6.0f; [SerializeField] float gravity = -13.0f; [SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f; [SerializeField] [Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;

     [SerializeField] bool lockCursor = true;
 
     float cameraPitch = 0.0f;
     float velocityY = 0.0f;
     CharacterController controller = null; 
 
     [SerializeField] private AnimationCurve jumpFallOff;
     [SerializeField] private float jumpMultiplier;
     [SerializeField] private KeyCode jumpKey;
 
     private bool isJumping;
 
     [SerializeField] private float slopeForce;
     [SerializeField] private float slopeForceRayLenght;
 
     Vector2 currentDir = Vector2.zero;
     Vector2 currentDirVelocity = Vector2.zero;
 
     Vector2 currentMouseDelta = Vector2.zero;
     Vector2 currentMouseDeltaVelocity = Vector2.zero;
 
     void Start()
     {
         controller = GetComponent<CharacterController>();
         if (lockCursor)
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
     }
 
     void Update()
     {
         UpdateMouseLook();
         UpdateMovement();
     }
 
     void UpdateMouseLook()
     {
         Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
 
         currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
 
         cameraPitch -= currentMouseDelta.y * mouseSensitivity;
         cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
 
         playerCamera.localEulerAngles = Vector3.right * cameraPitch;
         transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
         
     }
 
     void UpdateMovement()
     {
         Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
         targetDir.Normalize();
 
         currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
 
         if (controller.isGrounded)
             velocityY = 0.0f;
 
         velocityY += gravity * Time.deltaTime;
 
         Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
 
         controller.Move(velocity * Time.deltaTime);
         
 
         if(OnSlope())
         {
             controller.Move(Vector3.down * controller.height / 2 * slopeForce * Time.deltaTime);
         }
 
         JumpInput();
 
     }
     private void JumpInput()
     {
         if (Input.GetKeyDown(jumpKey) && !isJumping)
         {
             isJumping = true;
             StartCoroutine(JumpEvent());
         }
     }
 
     private IEnumerator JumpEvent()
     {
         controller.slopeLimit = 90.0f;
         float timeInAir = 0.0f;
 
         do
         {
             float jumpForce = jumpFallOff.Evaluate(timeInAir);
             controller.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
             timeInAir += Time.deltaTime;
             yield return null;
         } while (!controller.isGrounded && controller.collisionFlags != CollisionFlags.Above);
 
         controller.slopeLimit = 45.0f;
         isJumping = false;
     }
 
     private bool OnSlope()
     {
         if(isJumping)
         {
             return false;
         }
 
         RaycastHit hit;
 
         if (Physics.Raycast(transform.position, Vector3.down, out hit, controller.height / 2 * slopeForceRayLenght))
         {
             if(hit.normal!=Vector3.up)
             {
                 return true;
             }
         }
         return false;
     }
 
 }
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