I'm pretty new to unity and wanted to create a fps movement. I found this tutorial from Brackeys and it works relatively well but if you jump with a ceiling over your head you're flying a few moments. I'm very sorry to ask such a basic question but I couldn't find anything. Here some code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
Animator animator;
public float speed = 7f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Start()
{
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
if (x != 0)
{
animator.SetBool("WalkXTrigger", true);
x /= 2;
}
else
{
animator.SetBool("WalkXTrigger", false);
}
if (z != 0)
{
if (z<0)
{
animator.SetBool("WalkBackTrigger", true);
z /= 1.5f;
}
if (z>0)
{
animator.SetBool("WalkTrigger", true);
}
}
else
{
animator.SetBool("WalkTrigger", false);
animator.SetBool("WalkBackTrigger", false);
}
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
animator.SetBool("JumpTrigger", true);
}
else
{
animator.SetBool("JumpTrigger", false);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
So I think there are 2 options: 1. move the character down when he hits the ceiling 2. measure the space between character and ceiling and set it equal to the jump height My Problem: I don't know how to do any of this Hope my English is okay and the problem is described enough Thanks for your help
I'm not 100% sure whether your character keeps flying, or just stays there for a second or two, but either way, this little bit of code will work.
public GameObject ceiling; //set this to your ceiling in the editor.
public float ceilingDown = 0.5; //if this value doesn't work, just mess around with it a little.
void OnTriggerEnter(ceiling){
velocity.y -= ceilingDown;
}
If you add this to your code, it should force the player downward slightly. Gravity will take over after this.