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Question by Gametrain88 · Feb 19, 2016 at 09:08 AM · movementcharactercontrollerx-axis

how to not move on the x axis while not jumping

I'm just seriously tired of the simple fact that I can't stop my character controller from jumping ahead. I'm trying to make it not move on the x axis while it is jumping.

 using UnityEngine;
 using System.Collections;
 
 public class ControllerScript : MonoBehaviour {
 
     // Use this for initialization
 
     CharacterController controller;
 
     void Start () {
 
         controller = GetComponent<CharacterController> ();
     
     }
     
     // Update is called once per frame
 
     public float speed = 5.0f;
     Vector3 movement = Vector3.zero;
     public float jumpSpeed = 8.0f;
     public float pushPower = 2.0f;
     public float none = 0f;
 
         void OnControllerColliderHit(ControllerColliderHit hit)
     {
 
         Rigidbody body = hit.collider.attachedRigidbody;
         if (body == null || body.isKinematic)
         {
         return;
         }
 
         if (hit.moveDirection.y < 0.3f)
         {
             return;
         }
 
         Vector3 pushDir = new Vector3 (hit.moveDirection.x, 0f, 0f);
         body.velocity = pushDir * pushPower;
 
     }
 
 
     void Update () {
 
         movement.x = Input.GetAxis ("Horizontal") * speed;
         controller.Move (movement * Time.deltaTime);
 
         if (controller.isGrounded == false) {
             movement.y += Physics.gravity.y * Time.deltaTime;
         }
 
         controller.Move(movement * Time.deltaTime);
 
         if (Input.GetButton ("Jump") && controller.isGrounded == true) {
                         movement.y = jumpSpeed;
 
                 }
 
         if (controller.isGrounded == false) {
                         movement.x = 0f;
                 }
 
 
 
     
     }
 }
 

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Answer by allenallenallen · Feb 19, 2016 at 09:13 AM

First of all, don't use (controller.isGrounded == false). Instead, use (!controller.isGrounded). Same for when it's true.

  void Update () {
 
      movement.x = Input.GetAxis ("Horizontal") * speed;
 
      if (controller.isGrounded == false) {
          movement.y += Physics.gravity.y * Time.deltaTime;
          movement.x = 0f;   // I moved your x cancellation here.
      }
 
      if (Input.GetButton ("Jump") && controller.isGrounded) {
          movement.y = jumpSpeed;
      }

       controller.Move(movement * Time.deltaTime);   // This should be the last thing that happens here when you're done with all the movement calculations.
  }

Keep in mind that I might have broken some parts of your movements with this code so you'll have rearrange or recode some of the movements.

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Answer by muhammadtahiriqbal · Feb 19, 2016 at 01:54 PM

you can also do that by freezing the rotation on y axis while the character jump

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