Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Bocaj_Dnereb · Mar 12, 2017 at 02:56 PM · charactercontrollerspherecastisgrounded

How can I edit this script, that it will check if the character is standing on a specific layer?

Hello all,

I am trying to make a third person game, but my character can jump on water. I am fairly new to scripting and I can't find a way to implement something to the script and stop my character from jumping on water. I think there maybe is a way to check if the character isn't standing on the "water" layer. The problem is, I don't know how to do that.

Edit I found out that it wasn't only the water layer but just when the character was below a certain level of height the controller thought it was onground. If this is fixed I think the problem above is fixed too.

Here's the script:

         // Is the character grounded?
         private void GroundCheck () {
             Vector3 platformVelocityTarget = Vector3.zero;
             platformAngularVelocity = Vector3.zero;
             float stickyForceTarget = 0f;
 
             // Spherecasting
             hit = GetSpherecastHit();
 
             //normal = hit.normal;
             normal = transform.up;
             groundDistance = r.position.y - hit.point.y;
 
             // if not jumping...
             bool findGround = Time.time > jumpEndTime && r.velocity.y < jumpPower * 0.5f;
 
             if (findGround) {
                 bool g = onGround;
                 onGround = false;
 
                 // The distance of considering the character grounded
                 float groundHeight = !g? airborneThreshold * 0.5f: airborneThreshold;
 
                 Vector3 horizontalVelocity = r.velocity;
                 horizontalVelocity.y = 0f;
                 
                 float velocityF = horizontalVelocity.magnitude;
 
                 if (groundDistance < groundHeight) {
                     // Force the character on the ground
                     stickyForceTarget = groundStickyEffect * velocityF * groundHeight;
 
                     // On moving platforms
                     if (hit.rigidbody != null) {
                         platformVelocityTarget = hit.rigidbody.GetPointVelocity(hit.point);
                         platformAngularVelocity = Vector3.Project(hit.rigidbody.
                         angularVelocity, transform.up);
                     }
 
                     //Flag the character grounded
                  
                             onGround = true;
 
                 }
             }
 
     //Interpolate the additive velocity of the platform the character might be standing on
             platformVelocity = Vector3.Lerp(platformVelocity, 
             platformVelocityTarget, Time.deltaTime * platformFriction);
 
             stickyForce = stickyForceTarget;
 
             // remember when we were last in air, for jump delay
             if (!onGround) lastAirTime = Time.time;
         }

 

Thanks

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Using isGrounded with a RigidBody 2 Answers

Why does my characterController code not apply gravity correctly? 0 Answers

Charactercontroller.isGrounded never triggers 0 Answers

Spherecast/Capsulecast bug/glitch 1 Answer

bizarre collision modulations with character controller 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges