Reputation: 11
I make 3rd person game, where i have script for control model of my character. Problem is that when i jump and don't push any button he stack in the air, but if i jump with pushing controlling button he worked normally. Thanks in advance.
Player controller script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class RelativeMovement : MonoBehaviour
{
[SerializeField] private Transform target;
public float rotSpeed = 5.0f;
public float moveSpeed = 6.0f;
public float jumpSpeed = 15.0f;
public float gravity = -9.8f;
public float terminalVelocity = -20.0f;
public float minFall = -1.5f;
private float _vertSpeed;
private CharacterController _charController;
private ControllerColliderHit _contact;
void Start()
{
_vertSpeed = minFall;
_charController = GetComponent<CharacterController>();
}
void Update()
{
Vector3 movement = Vector3.zero;
float horInput = Input.GetAxis("Horizontal");
float vertInput = Input.GetAxis("Vertical");
if(horInput != 0 || vertInput != 0)
{
movement.x = horInput * moveSpeed;
movement.z = vertInput * moveSpeed;
movement = Vector3.ClampMagnitude(movement, moveSpeed);
Quaternion tmp = target.rotation;
target.eulerAngles = new Vector3(0, target.eulerAngles.y, 0);
movement = target.TransformDirection(movement);
target.rotation = tmp;
Quaternion direction = Quaternion.LookRotation(movement);
transform.rotation = Quaternion.Lerp(transform.rotation,
direction, rotSpeed * Time.deltaTime);
bool hitGround = false;
RaycastHit hit;
if(_vertSpeed < 0 && Physics.Raycast(transform.position, Vector3.down, out hit))
{
float check =
(_charController.height + _charController.radius) / 1.9f;
hitGround = hit.distance <= check;
}
if(hitGround)
{
if (Input.GetButtonDown("Jump"))
{
_vertSpeed = jumpSpeed;
}
else
{
_vertSpeed = minFall;
}
}
else
{
_vertSpeed += gravity * 5 * Time.deltaTime;
if(_vertSpeed < terminalVelocity)
{
_vertSpeed = terminalVelocity;
}
if(_charController.isGrounded)
{
if(Vector3.Dot(movement, _contact.normal) < 0)
{
movement = _contact.normal * moveSpeed;
}
else
{
movement += _contact.normal * moveSpeed;
}
}
}
movement.y = _vertSpeed;
movement *= Time.deltaTime;
_charController.Move(movement);
}
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
_contact = hit;
}
}
Jesus photo: enter image description here
Upvotes: 1
Views: 74
Reputation: 11
The answer of this question is:
if((horInput == 0 || vertInput == 0) || (horInput != 0 && vertInput != 0))
{
movement.x = horInput * moveSpeed;
movement.z = vertInput * moveSpeed;
if(horInput != 0 || vertInput != 0)
{
movement = Vector3.ClampMagnitude(movement, moveSpeed);
Quaternion tmp = target.rotation;
target.eulerAngles = new Vector3(0, target.eulerAngles.y, 0);
movement = target.TransformDirection(movement);
target.rotation = tmp;
Quaternion direction = Quaternion.LookRotation(movement);
transform.rotation = Quaternion.Lerp(transform.rotation,
direction, rotSpeed * Time.deltaTime);
}
Thanks Joe
Upvotes: 0
Reputation: 2253
I didn't go through all of the code but I can immediately see what can cause the problem you describe:
your entire logic happen under this if statement:
if(horInput != 0 || vertInput != 0)
So everything inside this logic block will happen only when you actively press a movement button.
You can remove it (or better yet, close the if block at the right spot.. I think it would be 2 lines down)
Upvotes: 1