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 Spite · Jun 08, 2015 at 07:30 AM · movementjumpplayer movementinput.getkey

local jumping and diagonal movement

I am building my first 3D game right now. As movement is almost working fine now, there are still two things that I can't figure out how to improve.

  1. As I hit "W" and "D" at the same time my Rigidbody should move diagonal. But instead it's moving only in the direction I hit last.

  2. I want my rigidbody to jump in the direction it is facing after turning left (or right). Instead it's always jumping in the same global direction.

This is my code:

 public class PlayerMovement : MonoBehaviour {
     public float moveSpeed;
     public float jumpPower;
     public float turningSpeed;
     public Rigidbody rb;
     public Transform groundCheck;
     public float groundRadius;
     public LayerMask whatIsGround;
 
     
     void Start ()
     {
         rb = GetComponent<Rigidbody> ();
 
     }
 
     void FixedUpdate ()
     {
         if (Physics.CheckSphere (groundCheck.position, groundRadius, whatIsGround)) {                            
             if(Input.GetKey(KeyCode.W))                                                                            
                 rb.MovePosition(transform.position + transform.forward * moveSpeed * Time.deltaTime);
             if(Input.GetKey(KeyCode.S))                                                                            
                 rb.MovePosition(transform.position - transform.forward * moveSpeed * Time.deltaTime);
             if(Input.GetKey(KeyCode.D))                                                                            
                 rb.MovePosition(transform.position + transform.right * moveSpeed * Time.deltaTime);
             if(Input.GetKey(KeyCode.A))                                                                            
                 rb.MovePosition(transform.position - transform.right * moveSpeed * Time.deltaTime);
             if (Input.GetKeyDown (KeyCode.Space)) {                                                                
                 rb.AddForce (Vector3.up * jumpPower, ForceMode.Impulse);
                 rb.AddForce (Vector3.forward * jumpPower, ForceMode.Impulse);
             }
         }
         if(Input.GetKey(KeyCode.E))                                                                                
             transform.Rotate(Vector3.up * turningSpeed * Time.deltaTime);
         if(Input.GetKey(KeyCode.Q))                                                                                
             transform.Rotate(Vector3.down * turningSpeed * Time.deltaTime);
     }
 }


I would appreciate some help :)

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by RFViper · Nov 06, 2015 at 05:57 PM

Unfortunately I am also struggling with this right now. Although I have found a solution, it does mess with the physics a bit and is annoying scene as I am doing a top-down 2D game, but it should work just fine with you...

Basically the only way to fix your issue of moving diagonally and possibly jumping is by, instead of using addforce, use a different method like rigidbody.transform.position or rigidbody.velocity.

I hope this helped you out in some way because it is annoying me too :)

Comment
Add comment · Share
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

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

I have setup a code to make a player move around and jump, but the player will not jump. Any help would be greatly appreciated.,Player wont jump 3D 1 Answer

I need help with a movement script 1 Answer

Dash in movement direction, not in forward direction 0 Answers

How to prevent player from moving in air while jumping in place?? 0 Answers

isGrounded is always false, even with gravity, how do you fix that? 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