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Question by Daynom007 · Oct 05, 2021 at 12:17 AM · rigidbodycontrollerjumpingfloat

Rigidbody keeps floating when move in jump

I've tried everrything to make the character fall down right after a jump, but if I just jump everything works fine, but if I jump and then move, my character keeps floating and fall down extremely slow

Here's my code for the controller:

 public class ThirdPersonController : MonoBehaviour
 {
 private Inputs _input;
 private Vector3 PlayerMovementInput;
 private float turnSmoothTime = 0.1f;
 private float turnSmoothVelocity;

 [SerializeField] private Rigidbody PlayerBody;
 [Space]
 [SerializeField] private float Speed;
 [SerializeField] private float JumpForce;
 [SerializeField] private Transform cam;
 [SerializeField] private Transform FeetPosition;

 public bool Grounded = true;
 public LayerMask GroundLayers;

 // Start is called before the first frame update
 void Start()
 {
     _input = GetComponent<Inputs>();
 }

 // Update is called once per frame
 void FixedUpdate()
 {
     PlayerMovementInput = new Vector3(_input.move.x, 0f, _input.move.y);
     IsGrounded();
     MovePlayer();
 }

 private void MovePlayer()
 {
     if (Input.GetKeyDown(KeyCode.Space) && Grounded)
     {
         PlayerBody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
     }
     Vector3 direction = new Vector3(PlayerMovementInput.x, 0f, PlayerMovementInput.z).normalized;
     if (direction.magnitude >= 0.1f)
     {
         float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
         float angle = Mathf.SmoothDampAngle(PlayerBody.transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
         PlayerBody.transform.rotation = Quaternion.Euler(0f, angle, 0f);

         Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
         PlayerBody.velocity = moveDir * Speed;

     }

     

 }
 private void IsGrounded()
 {
     Grounded = Physics.CheckSphere(FeetPosition.position,0.1f,GroundLayers);
 }

 

}

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Answer by hsnzkg · Oct 05, 2021 at 03:14 AM

    Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
          PlayerBody.velocity = moveDir * Speed;

After calculating the moveDir check the y axis velocity its zero i guess so after finding moveDir create another temp direction Vector3 and leave the Y parameter like what is currently Y velocity. Because you are stopping the -Y velocity values with assingning to it 0.

Then assign the final move direction to the Rigidbody.

I hope I could help

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avatar image Daynom007 · Oct 27, 2021 at 08:55 PM 0
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You were right, thanks for your help. What I did was to keep the original velocity in the Y Axis and done!

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