Reputation: 8773
I'm still learning Unity and right now I'm trying to make my player able to jump. Of course I don't want my player to be able to jump on forever, so my idea was to only enable jumping when the player is in contact with a floor object. This is the code I have so far:
public class PlayerController : NetworkBehaviour
{
public float speed; // Player movement speed
private bool grounded = true; // Contact with floor
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Show a different color for local player to recognise its character
public override void OnStartLocalPlayer()
{
GetComponent<MeshRenderer>().material.color = Color.red;
}
// Detect collision with floor
void OnCollisionEnter(Collision hit)
{
if (hit.gameObject.tag == "Ground")
{
grounded = true;
}
}
// Detect collision exit with floor
void OnCollisionExit(Collision hit)
{
if (hit.gameObject.tag == "Ground")
{
grounded = false;
}
}
void FixedUpdate()
{
// Make sure only local player can control the character
if (!isLocalPlayer)
return;
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rb.AddForce(movement * speed);
// Detect space key press and allow jump if collision with ground is true
if (Input.GetKey("space") && grounded == true)
{
rb.AddForce(new Vector3(0, 1.0f, 0), ForceMode.Impulse);
}
}
}
But it seems OnCollisionEnter
and OnCollisionExit
never trigger. So the player is still able to jump whenever he wants. Am I doing something wrong?
Edit: It seems OnCollisionEnter
and OnCollisionExit
are triggered perfectly fine. It's just the if statements returning false. I have no idea why though.
if (GameObject.Find("Ground") != null)
returned true.
Edit 2: Strangely enough both of these return Untagged
:
Debug.Log(hit.gameObject.tag);
Debug.Log(hit.collider.tag);
Upvotes: 0
Views: 3286
Reputation: 826
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Upvotes: 1