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This question was closed Apr 25, 2014 at 12:36 AM by getyour411 for the following reason:

Duplicate Question

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Question by zarxto · Apr 25, 2014 at 12:36 AM · vector3 operationsvector3.slerpvector3.project

Slips off block when landing

So, while back I created a game which is voxel based, and it is similar to minecraft. But like i said, the odd thing is since the beginning I slip off a block when I land to the little part of it. and I think it ruins the gameplay all together, So I want to fix that.do you guys know what the problem is? here is the code for the player movement

using UnityEngine; using System.Collections;

public class CharacterMotor : MonoBehaviour {

private CharacterCollider character;

private CharacterMotorMoving motorMoving = new CharacterMotorMoving(); private CharacterMotorJumping motorJumping = new CharacterMotorJumping();

[System.NonSerialized] public Vector3 inputMoveDirection = Vector3.zero;

[System.NonSerialized] public bool inputJump = false;

[System.NonSerialized] public bool holdingInputJump = false;

void Awake() { character = GetComponent(); }

void FixedUpdate() { Vector3 velocity = character.GetDeltaPosition() / Time.deltaTime; motorMoving.ApplyMoving(this, ref velocity); motorMoving.ApplyGravity(this, ref velocity); motorJumping.ApplyJumping(this, ref velocity);

 character.Move( velocity*Time.deltaTime );

}

public bool IsGrounded() { return character.IsGrounded(); } }

class CharacterMotorMoving { // максимаьные скорости движения private const float moveSpeed = 4f;

// максимальное изменение скорости за секунду private const float maxGroundAcceleration = 20; private const float maxAirAcceleration = 1;

// гравитация public const float gravity = 17; // максимальная скорость падения private const float maxFallSpeed = 15;

public void ApplyMoving(CharacterMotor motor, ref Vector3 velocity) { Vector3 desiredVelocity = motor.inputMoveDirection moveSpeed; Vector3 delta = desiredVelocity - new Vector3(velocity.x, 0, velocity.z); float maxDelta = GetMaxAcceleration(motor.IsGrounded()) Time.deltaTime; velocity += Vector3.ClampMagnitude(delta, maxDelta); }

public void ApplyGravity(CharacterMotor motor, ref Vector3 velocity) { velocity.y -= gravity * Time.deltaTime; velocity.y = Mathf.Max(velocity.y, -maxFallSpeed); if(motor.IsGrounded()) velocity.y = Mathf.Min(velocity.y, 0); }

private static float GetMaxAcceleration(bool grounded) { if(grounded) return maxGroundAcceleration; return maxAirAcceleration; } }

class CharacterMotorJumping {

private const float baseHeight = 1.0f; private const float extraHeight = 1.4f;

private bool jumping = false; private float jumpStartTime;

public void ApplyJumping(CharacterMotor motor, ref Vector3 velocity) { if (motor.IsGrounded() && !jumping && motor.inputJump) { jumping = true; jumpStartTime = Time.time;

    // Apply the jumping force to the velocity. Cancel any vertical velocity first.
    velocity.y = 0;
    velocity += Vector3.up * CalculateJumpVerticalSpeed(baseHeight);
    return;
 }
 if (jumping && motor.holdingInputJump) {
    // увеличиваем высоту прыжка
    if (Time.time < jumpStartTime + extraHeight / CalculateJumpVerticalSpeed(baseHeight)) {
      velocity += Vector3.up * CharacterMotorMoving.gravity * Time.deltaTime;
    }
 }
 if(motor.IsGrounded() || velocity.y <= 0) {
    jumping = false;
 }

}

private static float CalculateJumpVerticalSpeed(float targetJumpHeight) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt(1 targetJumpHeight CharacterMotorMoving.gravity); } }

IF you can't figure that out then check out the game to see WHAT the problem is with the sliding off of blocks, Idk if this is allowed but.. www.deltabug.bugs3.com

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avatar image getyour411 · Apr 25, 2014 at 12:36 AM 0
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http://answers.unity3d.com/questions/692729/skips-off-block-when-landing.html

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