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Question by guygotpotential · Jan 25, 2017 at 10:15 PM · physicsmove

Collision detection glitch

Below is my script, I am trying to stay away from unity's built in physics engine. For some reason, my player keeps falling through the floor when I start to move the play via the input keys (w,a,s,d, arrow keys) like in the pictures below.

alt text alt text

 // Declaration of Variables

 void FixedUpdate(){
     MovementManager();
 }

 //Function to set gravityEnabled bool value
 bool GravityEnabled(){

     RaycastHit hit;
     Vector3 playerDown = new Vector3 (transform.position.x, -1f, transform.position.z);

     if (Physics.Raycast(transform.position, playerDown, out hit)){
         gravityEnabled=false;
     }
     else{
         gravityEnabled=true;
     }

     return gravityEnabled;
 }


 void applyGravity(){
     //simply apply a downward force
     transform.position += (Vector3.down * Gravity * Time.deltaTime);
 }

 void MovementManager(){

     float X = Input.GetAxis("Horizontal") * horzontal_Movement * Time.deltaTime;
     float Y = Input.GetAxis("Vertical") * vertical_Movement * Time.deltaTime;
     bool applGForce = GravityEnabled();

     if (applGForce==true){
         applyGravity();
         transform.position += new Vector3 (X,0,Y);
     }
     
     if (applGForce==false)        
         transform.position += new Vector3 (X,0,Y);
 }


I know this is a lot, but I just want an insight as to possibly why this is happening?

Thank you in advance.

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unity.png (49.2 kB)
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Answer by HuracanBatman55 · Jan 25, 2017 at 11:14 PM

This has happened to me before and i always solve it by turning ridgidbody off. If it's vital to your game that rigidbody is on then i dont know.

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avatar image guygotpotential · Jan 27, 2017 at 04:46 PM 0
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Thanks for your reply.

Odd you would say that, I had no rigidbody attached to the player object at the time. As a temp fixed, maybe end up permanent, I just added the rigidbody for the collision detection. which seemed to solve the problem.

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