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Question by unity_23stratmict · Jan 23, 2020 at 08:20 AM · colliderscharacter controllerrigidbody-collision

Jumping with non-rigid character.,Dragged object Enters Ground freely

I try to look up tutorials for my problem, but they all deal with rigidbody instead of controller and colliders. How can i make my character jump?,I'm creating a game and i want to prevent the object the player grabs from entering the ground. I also want to prevent the player from flying if the object is put below them. Please Help.

Here is the drag/drop code,

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class DragObject : MonoBehaviour {

 //Initialize Variables
 GameObject getTarget;
 bool isMouseDragging;
 Vector3 offsetValue;
 Vector3 positionOfScreen;

 // Use this for initialization
 void Start()
 {

 }

 void Update()
 {

     //Mouse Button Press Down
     if (Input.GetMouseButtonDown(0))
     {
         RaycastHit hitInfo;
         getTarget = ReturnClickedObject(out hitInfo);
         if (getTarget != null)
         {
             isMouseDragging = true;
             //Converting world position to screen position.
             positionOfScreen = Camera.main.WorldToScreenPoint(getTarget.transform.position);
             offsetValue = getTarget.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, positionOfScreen.z));
         }
     }

     //Mouse Button Up
     if (Input.GetMouseButtonUp(0))
     {
         isMouseDragging = false;
     }

     //Is mouse Moving
     if (isMouseDragging)
     {
         //tracking mouse position.
         Vector3 currentScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, positionOfScreen.z);

         //converting screen position to world position with offset changes.
         Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenSpace) + offsetValue;

         //It will update target gameobject's current postion.
         getTarget.transform.position = currentPosition;
     }


 }

 //Method to Return Clicked Object
 GameObject ReturnClickedObject(out RaycastHit hit)
 {
     GameObject target = null;
     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     if (Physics.Raycast(ray.origin, ray.direction * 10, out hit))
     {
         target = hit.collider.gameObject;
     }
     return target;
 }

}

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