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Question by zarxto · Mar 23, 2014 at 07:59 PM · voxelgamecontrollerfloating point

How to remove floating

I'm trying to remove it but i don't know what exactly to remove and when it floats the player slides off the block when he trys to jump on it. here is the code and tell me what to remove pls

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<CharacterCollider>();
 }
 
 
 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);
 }
 

}

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