I'm using a character controller for my player movement. I had walking and running working, but I couldn't get the jumping to work.
Here is my code:
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 10.0f;
[SerializeField] float RunSpeed = 12.0f;
[SerializeField] float gravity = 9.81f;
[SerializeField] bool lockCursor = true;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[SerializeField] [Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
public float jumpHeight = 3f;
Vector3 velocity;
public float verticalVelocity;
float cameraPitch = 0.0f;
float VelocityY = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
VelocityY = 0.0f;
VelocityY = gravity * Time.deltaTime;
velocity = (transform.forward * currentDir.y transform.right * currentDir.x) * walkSpeed Vector3.up * VelocityY;
controller.Move(velocity * Time.deltaTime);
if ((Input.GetKey("left shift") || Input.GetKey("right shift")) && controller.isGrounded && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow))
{
velocity = (transform.forward * currentDir.y transform.right * currentDir.x) * RunSpeed Vector3.up * VelocityY;
controller.Move(velocity * Time.deltaTime);
}
if (Input.GetKeyDown(KeyCode.J) && controller.isGrounded)
{
Debug.Log("Now Jumping!!");
VelocityY = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
Note: I'm not using rigidbody
on my character.
The jumping is not working every time, on some clicks, it jumps and on most of the clicks nothing happens even Debug.Log("Now Jumping!!");
is not getting printed every time I hit J. How can I fix this?
CodePudding user response:
I solved this problem. You have no choice but to add physics to the character controller. This is a simple code that has the same feature, but you should coordinate the movement and jump.
public class Player : MonoBehaviour
{
private Vector3 playerVelocity;
private CharacterController _controller;
public float jumpPower = 1f; // 1 is ok for -9.8 gravity
void Start()
{
_controller = GetComponent<CharacterController>();
}
void Update()
{
playerVelocity = Physics.gravity * Time.deltaTime;
_controller.Move(playerVelocity);
if (_controller.isGrounded)
{
playerVelocity.y = Input.GetKeyDown(KeyCode.Space) ? jumpPower : 0;
}
}
}