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Question by Maksim12332112 · Feb 07, 2021 at 01:43 PM · sliding

Make character slide

I am wondering how to add sliding into my game, i have script for crouching and for basic movement so if you can help me out here is scripts:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CROUCH : MonoBehaviour
 {
     CharacterController col;
     float originalHeight;
     public float reducedHeight;
     // Start is called before the first frame update
     void Start()
     {
         col = GetComponent<CharacterController>();
         originalHeight = col.height;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.C))
             Crouch();
         else if (Input.GetKeyUp(KeyCode.C))
             GoUp();
     }
 
     void Crouch()
     {
         col.height = reducedHeight;
     }
 
     void GoUp()
     {
         col.height = originalHeight;
     }
 }

AND HERE IS MOVEMENT

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class tebrawtf : MonoBehaviour
 {
     public CharacterController controller;
 
     public float walkSpeed = 15f;
     public float runSpeed = 23f;
     public float gravity = -19.62f;
     public float jumpHeight = 3f;
 
     public Transform groundCheck;
     public float groundDistance = 0.4f;
     public LayerMask groundMask;
     float speed;
     Vector3 velocity;
     bool isGrounded;
     bool midAirJump;
     float runTimer;
     // Update is called once per frame
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
         float x = Input.GetAxis("Horizontal");
         float z = Input.GetAxis("Vertical");
 
         if (z > 0)
         {
             runTimer += Time.deltaTime;
             if (runTimer > 4)
                 speed = runSpeed;
         }
         else
         {
             speed = walkSpeed;
             runTimer = 0;
         }
 
         Vector3 move = transform.right * x * walkSpeed + transform.forward * z * speed;
         controller.Move(move * Time.deltaTime);
         if (Input.GetButtonDown("Jump"))
         {
             if (isGrounded)
             {
                 velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);    //your jumping code
                 midAirJump = true;
             }
             else if (midAirJump)
             {
                 velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);    //your jumping code
                 midAirJump = false;
             }
         }
         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);
     }
 }

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Answer by logicandchaos · Feb 07, 2021 at 04:33 PM

I found a number of different solutions, I myself use the rigidbody's drag factor.

https://docs.unity3d.com/ScriptReference/Rigidbody-drag.html

and you can use physics materials:

https://docs.unity3d.com/Manual/class-PhysicMaterial.html

Some say you can use the mass as friction as well, which I never tried. Asked here on unity answers already.

https://answers.unity.com/questions/1033790/does-unity-rigidbody-have-friction.html

https://answers.unity.com/questions/1541366/friction-in-unity.html

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Answer by Maksim12332112 · Feb 07, 2021 at 08:14 PM

@logicandchaos wow thanks this suck ass i think my grandma could help me better

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