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Question by DrugSandwich · Dec 11, 2017 at 01:44 PM · physicscolliderjumpjumpingjumping object

Unity physics going against a wall and trying to jump fails while still running at it

So i have a move script that makes my character move and jump it has a bool for grounded or not that is checked with raycast and wen im going against walls(still pressing W to go forward) my character does not want to jump he clips abit against the wall and does not go up. I have tried adding to the wall physics material adding to the move script collision enter that will set the rigbody velocity to zero to add rigidbody to the walls after that making them kinematic nothing works .

Here is the move script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MoveScript : MonoBehaviour {
 
 private float speed;
 private float jumpHight;
 private float straffeSpeed;
 
 
 private float fallMultiplier;
 private Rigidbody rig;
 private Collider coll;
 
 
 // Use this for initialization
 private void Awake()
 {
     rig = GetComponent<Rigidbody>();
     coll = GetComponent<Collider>();
     straffeSpeed = 1.5f;
     fallMultiplier = 2.5f;
     speed = 10f;
     jumpHight = 4f;
 
 }
 void Start () {
     GroundCheck();
 }
 
 // Update is called once per frame
 void Update () {
     Move();
     GroundCheck();
     BetterFall();
 
 }
 private void Move()
 {
     float hAxis = Input.GetAxis("Horizontal") * straffeSpeed;
     float vAxis = Input.GetAxis("Vertical");
     Vector3 movement = new Vector3(hAxis, 0, vAxis) * speed * Time.deltaTime;
     rig.MovePosition(transform.position + movement);
 
     if (Input.GetKey(KeyCode.Space) && GroundCheck())
     {
         rig.velocity = Vector3.up * jumpHight;
 
 
 
     }
 }
 private bool GroundCheck()
 {
     return Physics.Raycast(transform.position, -Vector3.up, coll.bounds.extents.y + 0.2f);
 }
 
 private void BetterFall()
 {
     if(rig.velocity.y < 0)
     {
         rig.velocity += Vector3.up * Physics.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
     }
 }
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