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 Harry_1545 · Oct 04, 2016 at 08:45 PM · unity 5movementissuewalkthrough

Players can't move through objects, but they can glitch through it.

Hello, players can't walk through objects however they can glitch through it i suppose is the word when you continue to walk forward. I am unsure if this is a scripting issue or perhaps something with collides but I've been having this issue for a while and some help would be much appreciated. Also I am using Photon servers if that has anything to do with it. Thanks.

Here is my character controller script that I think may have something to do with it. I'm not too sure.

using UnityEngine; using System.Collections;

public class characterController : MonoBehaviour {

 public float speed = 10.0F;

 // Use this for initialization
 void Start()
 {
     Cursor.lockState = CursorLockMode.Locked;
 }

 // Update is called once per frame
 void Update()
 {

     float translation = Input.GetAxis("Vertical") * speed;
     float straffe = Input.GetAxis("Horizontal") * speed;
     translation *= Time.deltaTime;
     straffe *= Time.deltaTime;

     transform.Translate(straffe, 0, translation);

     if (Input.GetKeyDown("escape"))
         Cursor.lockState = CursorLockMode.None;

 }

}

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

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Mukabr · Oct 04, 2016 at 09:53 PM

Try using Rigidbody.velocity to move your player.

 public Rigidbody rb;
 void Start()
 {
     rb = GetComponent<Rigidbody>();
 }
 void FixedUpdate()
 {
     rb.velocity = new Vector3(0, 10, 0);
 }

Remember to use inside FixedUpdate() function.

Comment
Add comment · Show 2 · Share
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
avatar image Harry_1545 · Oct 05, 2016 at 07:32 PM 0
Share

Hey, thank you for your response, I really appreciate it. I should have said i'm that I'm a bit of a noob at Unity and I am a bit confused on what to modify here. A lot of the code I use was from a tutorial and I'm unsure what to change specifically, again sorry for my lack of knowledge on this stuff however further guidance would be really good help. Thanks in advance.

avatar image Bunny83 Harry_1545 · Oct 06, 2016 at 02:44 AM 0
Share

You should do something like

 float translation = Input.GetAxis("Vertical") * speed;
 float straffe = Input.GetAxis("Horizontal") * speed;
 rb.velocity = transform.TransformDirection(new Vector3(straffe, 0, translation));

Note: "velocity" is a velocity. It's applied automatically each physics frame, so you must not multiply by deltaTime.

Also note that this code could stay in Update as it's not a big difference when it's in FixedUpdate. FixedUpdate has to be used when you apply continuous forces. Since the Input can only change between Update calls, reading it in FixedUpdate has no advantages.

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

[Solved] Issues knowing if an object is moving "forward" or "backwards" (C#) 2 Answers

Xbox movement issue 1 Answer

Character rotation and move to mouse click point with speed 0 Answers

Jumping Issue, Need Help. 0 Answers

player not moving over the bridge 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