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Question by smasters654 · Sep 20, 2019 at 06:43 AM · rigidbodycontrolleraddforcedamping

Rigidbody Controller and controlling in air movements

Hello,

I am hoping someone can point me in the right direction here. I have a sphere rigidbody character controller and I have everything working except the in-Air movement. The problem I am having is my sphere upon jumping will jump really far in the direction of travel. I want to some how slow or dampen in air movement kind of like 3d Super Mario games. I want to have more control in the air but I don't want the player to be able to jump too far in one direction. It would be easy if I could control drag on separate axis. I don't want to affect the Y velocity. Any Ideas? Thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 //Requirements
 [RequireComponent(typeof(Rigidbody))]
 
 public class PlayerController : MonoBehaviour
 {
 
     //variables
     public int PlayerId = 0;
     public float groundSpinSpeed = 2.0f;
     public float moveGroundSpeed = 7.0f;
     public float moveAirSpeed = 1.0f;
     public float jumpHeight = 7.0f;
 
     private Rewired.Player player;
     private Rigidbody rb;
     private bool isGrounded = false;
     private float playerRadius = 0.43f;
     private float playerDrag;
 
     //Awake
     void Awake()
     {
         //get the player id for controls
         player = Rewired.ReInput.players.GetPlayer(PlayerId);
     }
 
     //Start Init
     void Start()
     {
         rb = gameObject.GetComponent<Rigidbody>();
         playerRadius = GetComponent<SphereCollider>().radius;
         playerDrag = rb.drag;
     }
 
     //Update
     void Update()
     {
         PlayerJump();
     }
 
     //Fixed Update
     void FixedUpdate()
     {
         PlayerMove();
         CheckGrounded();
     }
 
     void PlayerMove()
     {
         float horizontalMovement = player.GetAxis("Horizontal");
         float verticalMovement = player.GetAxis("Vertical");
         if (!(player.GetAxis("Horizontal") == 0 && player.GetAxis("Vertical") == 0) && isGrounded)
         {
             rb.AddTorque(verticalMovement * groundSpinSpeed * Time.deltaTime, 0f, -horizontalMovement * groundSpinSpeed * Time.deltaTime, ForceMode.Impulse);
             rb.AddForce(horizontalMovement * moveGroundSpeed * Time.deltaTime, 0f, verticalMovement * moveGroundSpeed * Time.deltaTime, ForceMode.Impulse);
         }
         else if (!(player.GetAxis("Horizontal") == 0 && player.GetAxis("Vertical") == 0) && !isGrounded)
         {
             rb.AddTorque(verticalMovement * groundSpinSpeed * Time.deltaTime, 0f, -horizontalMovement * groundSpinSpeed * Time.deltaTime, ForceMode.Impulse);
             rb.AddForce(horizontalMovement * moveAirSpeed * Time.deltaTime, 0f, verticalMovement * moveAirSpeed * Time.deltaTime, ForceMode.Impulse);
         }
     }
 
     void PlayerJump()
     {
         if (player.GetButtonDown("Jump") && isGrounded == true)
         {
             rb.AddForce(rb.velocity.x, jumpHeight, rb.velocity.z, ForceMode.Impulse);
         }
     }
 
     void CheckGrounded()
     {
         isGrounded = Physics.CheckSphere(transform.position, playerRadius + 0.3f, 1 << 0);
         if (!isGrounded)
         {
             rb.drag = 0;
         }
         else
         {
             rb.drag = playerDrag;
         }
     }
 
 }


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