Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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
1
Question by osamaamir · Oct 29, 2021 at 11:38 AM · collisionmovementrigidbodycollidervelocity

rigidbody It's going up and bounces when is moving

Hello


I have a problem with rigidbody, This is a simple character controller script. the problem is i have created some square floor tiles and each floor has mesh collider. soo when the character moving fast on thes floor tiles the charachter will going up a little bit !! this is a image and a code of script

alt text alt text


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class character_controller : MonoBehaviour {
 
    [Header("Speeds")]
     public float move_speed;
     public float move_smooth;
     public float rotate_speed;
 
 
     [Header("Physics")]
     public float gravity_force = -10.0f;
 
 
     [Header("Distances")]
     public float ground_min_dis = 0.25f;
     public float ground_max_dis = 100;
 
 
     [Header("Layers")]
     public LayerMask ground_layer;
 
 
     [HideInInspector] public Rigidbody rb;
     [HideInInspector] public Vector3 dir;
     [HideInInspector] public Vector3 input;
     [HideInInspector] public Vector3 input_smooth;
 
     [HideInInspector] public bool move_to_direction;
     [HideInInspector] public bool rotate_to_direction;
 
     [HideInInspector] public bool can_move;
     [HideInInspector] public bool is_on_ground;
 
     private float ground_distance;
     private RaycastHit ground_hit;
     
 
     // method: start is called before the first frame update
     void Start() {
         rb = GetComponent<Rigidbody>();
         can_move = true;
         move_to_direction = true;
     }
 
 
     // method: update is called once per frame
     void Update() {
         move_input();
         check_ground_distance();
     }
 
 
     // method: fixed update is called every fixed framerate frame
     void FixedUpdate() {
         if(
             move_to_direction
         ) {
             move();
         }
     }
 
 
     // method: move input
     private void move_input() {
         input.x = Input.GetAxis("Vertical");
         input.z = Input.GetAxis("Horizontal");
     }
 
 
     // method: move character
     private void move() {
 
         // input smooth for moving character smoothly
         input_smooth = Vector3.Lerp(input_smooth, input, move_smooth * Time.deltaTime);
 
         // get the forward facing direction of the character
         var forward = Vector3.forward;
 
         // get the left facing direction of the character
         var right = Vector3.left;
         
         // determine the direction
         dir = (input_smooth.x * forward) + (input_smooth.z * right);
 
         // normalize direction
         if (
             dir.magnitude > 1f
         ) {
             dir.Normalize();
         }
 
         Vector3 target_position = rb.position + dir * move_speed * Time.deltaTime;
         Vector3 target_velocity = (target_position - transform.position) / Time.deltaTime;
 
         target_velocity.y = rb.velocity.y;
 
         if(
             can_move
         ) {
             rb.velocity = target_velocity;
         }
 
         if(
             input.magnitude > 0.01f
         ) {
             // start rotate to direction
             if(
                 rotate_to_direction == true
             ) {
                 start_rotate_to_direction(dir, rotate_speed);
             }
         }
     }
 
 
     // method: rotate character to direction
     public void start_rotate_to_direction(
         Vector3 dir,
         float speed
     ) {
         Vector3 forward;
         Quaternion new_rotation;
 
         forward = Vector3.RotateTowards(transform.forward, dir.normalized, speed * Time.deltaTime, 0.1f);
         forward.y = 0;
 
         new_rotation = Quaternion.LookRotation(forward);
 
         transform.rotation = new_rotation;
     }
 
 
     // method: check ground distance
     private void check_ground_distance() {
 
         float distance;
 
         Ray ray = new Ray(transform.position, Vector3.down);
 
         // if the ray hit to the ground layer
         if (
             Physics.Raycast(ray, out ground_hit, ground_max_dis, ground_layer)
         ) {
             if(
                 !ground_hit.collider.isTrigger
             ) {
                 distance = transform.position.y - ground_hit.point.y;
                 ground_distance = (float)System.Math.Round(distance, 2);
             }
         }
 
         // check if character on the ground
         if(
             ground_distance <= ground_min_dis
         ) {
             is_on_ground = true;
         } else {
             is_on_ground = false;
         }
 
         // apply force gravity when falling
         if(
             is_on_ground == false
         ) {
             rb.AddForce(transform.up * gravity_force * Time.deltaTime, ForceMode.VelocityChange);
         }
     }
 }
 



desktop-20211029-13294801-trim-2.gif (437.0 kB)
screenshot-2021-10-29-143555.png (214.1 kB)
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
0
Best Answer

Answer by osamaamir · Oct 29, 2021 at 08:11 PM

I solved this problem by going into Edit > Project Settings > Physics from Physics tab you can set the Default Contact Offset value from 0.01 to 0.0001.

Comment
Add comment · 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

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

320 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Collider question 0 Answers

How do I move this rigidbody? 1 Answer

Stopping my player from moving when hitting a wall. 5 Answers

can not move my enemy with rigidbody 1 Answer

Rigidbody Wall Collision Bug/Wall Jitter 0 Answers


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