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Question by mike670 · Jun 17, 2011 at 04:48 PM · jumpballwall

Wall jumping problem

Hey guys!

Im having an issue I hope you can help me out with, currently I'm making a game that has a ball that you can control and jump. The problem is that when I jump on a wall it glides all the way up!

I tried using tags for the ground and such but that does not help as there will be obstacles you must jump over so you can still glide over those.

I also tried to use a character controller, but t$$anonymous$$s just broke the entire t$$anonymous$$ng and it just floats there?

The object I'm trying to control has the attached script, a rigidbody and sphere collider

Thanks for taking a look at my problem!

-mike

 var power = 50.0;  //speed of the ball
 var drag = 2.0; //how much to slow down when not controlling
 private var grounded = false; 
 var once = 0;  //var to set the direction of ball jump only once
 var jumpForce;  //var to set how $$anonymous$$gh the ball should bounce
 
 function FixedUpdate () {
  // Only apply forces if the ball is on the floor
  if (grounded) {
   // Calculate the direction in w$$anonymous$$ch we want to roll the ball
   // * It is relative to the camera
   // * we remove the y component because we really want to apply forces only on the 2D plane
   var forward = Camera.main.transform.TransformDirection(Vector3.forward);
   forward.y = 0;
   forward = forward.normalized;
 
   // Scale the force by the users input and apply it to the rigidbody
   var forwardForce = forward * Input.GetAxis("Vertical") * power;
   rigidbody.AddForce(forwardForce);
   
   // Calculate the direction in w$$anonymous$$ch we want to roll the ball
   // * It is relative to the camera
   // * we remove the y component because we really want to apply forces only on the 2D plane
   var right = Camera.main.transform.TransformDirection(Vector3.right);
   right.y = 0;
   right = right.normalized;
 
   // Scale the force by the users input and apply it to the rigidbody
   var rightForce = right * Input.GetAxis("Horizontal") * power;
   rigidbody.AddForce(rightForce);
   
   //t$$anonymous$$s sets the direction of force to be applied when jumping
   if (once==0){
         jumpForce =  rigidbody.transform.TransformDirection(Vector3.up);
         once = 1;
     }
     
     //jump
   if (Input.GetAxis("Jump")&&once==1){
         rigidbody.AddForce(jumpForce*35);
     }
     
   // Apply drag only if the user is not pressing any keys
   if (Mathf.Approximately (Input.GetAxis("Horizontal"), 0) && Mathf.Approximately(Input.GetAxis("Vertical"), 0))
    rigidbody.drag = drag;
   else
    rigidbody.drag = 0; 
  }
  // Every frame set grounded to false. OnCollisionStay will enable it again if
  // the rigidbody collides with anyt$$anonymous$$ng
  grounded = false;
 }
 
  function OnCollisionStay(collision:Collision) {
 if(collision.gameObject.tag=="ground") {
  grounded = true;
  }
 }
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avatar image CarlLawl · Jun 18, 2011 at 01:18 PM 0
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Just a quick side note for your code, instead of changing grounded every frame, would it not just be easier to set ground to false using oncollisionexit or when you jump?

avatar image mike670 · Jun 18, 2011 at 04:52 PM 0
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very true thanks!

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Answer by Johan 4 · Jun 18, 2011 at 01:37 PM

Sadly I don't have the code right now, but I solved t$$anonymous$$s by shooting a ray and checking surface angle and then performing stuff according to what angle it got.

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avatar image mike670 · Jun 18, 2011 at 04:52 PM 0
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ah, yes this would work thanks for the tip

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