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Question by Baconation · Mar 25, 2019 at 12:46 AM · rigidbodytransformpositionif-statementsconstraints

Locking player's Y position while jumping and near a wall

I am trying to create a script that enables the player to attach themselves to walls that they jump at and run along them. The issue that I have is I can't seem to lock the players position so that they "attach" to the wall. I am also having issues finding out if the player is moving using rigidbody.velocity as its value doesn't seem to change at all during run time.

I have tried using rigidbody constraints but for some reason it will not freeze any constraints through code, or even manual changes during run time. Another method I attempted was to get the transform.position.y and change it directly by stating its value. This does not work either, and will not work to change the Y value. Below is the section of code from my script that handles what I am talking about:

     void Start()
     {
         playerBody = GetComponent<Rigidbody>();
         wallPos = transform.position;
     }
 
     void Update()
     {
         height = transform.position.y;
         // check if player is jumping
         if (height > 1f)
             isJumping = true;
         else
             isJumping = false;
         // check if player is moving
         if (playerBody.velocity.x > 0f || playerBody.velocity.z > 0f)
             isRunning = true;
         else
             isRunning = false;
         // if player is running and jumping and space is pressed, check for walls to either side
         if (isJumping && Input.GetKeyDown(KeyCode.Space))
         {
             CheckWallPosition();
             // if there is a wall, freeze players position
             if (wallOnRightSide || wallOnLeftSide)
             {
                 playerBody.constraints = RigidbodyConstraints.FreezePositionY;
 
                 isWallRunning = true;
                 print(Time.time);
                 // if the player is wall running and space is pressed, release them from the wall
                 if (isWallRunning && Input.GetKeyDown(KeyCode.Space))
                 {
                     playerBody.constraints = RigidbodyConstraints.None;
                     print(Time.time);
                 }
             }
         }
         // test to see if transform.position.y can be changed manually (does not work)
         if (Input.GetKey(KeyCode.L))
             height = 9;
     }
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