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Question by Blobolog · Oct 16, 2020 at 09:07 AM · movement3djumpingfirst-person

My character jumps infinity in the air How Do I Fix ?

// Some stupid rigidbody based movement by Dani

using System; using UnityEngine;

public class PlayerMovement : MonoBehaviour {

 //Assingables
 public Transform playerCam;
 public Transform orientation;
 
 //Other
 private Rigidbody rb;

 //Rotation and look
 private float xRotation;
 private float sensitivity = 50f;
 private float sensMultiplier = 1f;
 
 //Movement
 public float moveSpeed = 4500;
 public float maxSpeed = 20;
 public bool grounded;
 public LayerMask whatIsGround;
 
 public float counterMovement = 0.175f;
 private float threshold = 0.01f;
 public float maxSlopeAngle = 35f;

 //Crouch & Slide
 private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
 private Vector3 playerScale;
 public float slideForce = 400;
 public float slideCounterMovement = 0.2f;

 //Jumping
 private bool readyToJump = true;
 private float jumpCooldown = 0.25f;
 public float jumpForce = 550f;
 
 //Input
 float x, y;
 bool jumping, sprinting, crouc$$anonymous$$ng;
 
 //Sliding
 private Vector3 normalVector = Vector3.up;
 private Vector3 wallNormalVector;

 void Awake() {
     rb = GetComponent<Rigidbody>();
 }
 
 void Start() {
     playerScale =  transform.localScale;
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }

 
 private void FixedUpdate() {
     Movement();
 }

 private void Update() {
     MyInput();
     Look();
 }

 /// <summary>
 /// Find user input. Should put t$$anonymous$$s in its own class but im lazy
 /// </summary>
 private void MyInput() {
     x = Input.GetAxisRaw("Horizontal");
     y = Input.GetAxisRaw("Vertical");
     jumping = Input.GetButton("Jump");
     crouc$$anonymous$$ng = Input.GetKey(KeyCode.LeftControl);
   
     //Crouc$$anonymous$$ng
     if (Input.GetKeyDown(KeyCode.LeftControl))
         StartCrouch();
     if (Input.GetKeyUp(KeyCode.LeftControl))
         StopCrouch();
 }

 private void StartCrouch() {
     transform.localScale = crouchScale;
     transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
     if (rb.velocity.magnitude > 0.5f) {
         if (grounded) {
             rb.AddForce(orientation.transform.forward * slideForce);
         }
     }
 }

 private void StopCrouch() {
     transform.localScale = playerScale;
     transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
 }

 private void Movement() {
     //Extra gravity
     rb.AddForce(Vector3.down * Time.deltaTime * 10);
     
     //Find actual velocity relative to where player is looking
     Vector2 mag = FindVelRelativeToLook();
     float xMag = mag.x, yMag = mag.y;

     //Counteract sliding and sloppy movement
     CounterMovement(x, y, mag);
     
     //If holding jump && ready to jump, then jump
     if (readyToJump && jumping) Jump();

     //Set max speed
     float maxSpeed = t$$anonymous$$s.maxSpeed;
     
     //If sliding down a ramp, add force down so player stays grounded and also builds speed
     if (crouc$$anonymous$$ng && grounded && readyToJump) {
         rb.AddForce(Vector3.down * Time.deltaTime * 3000);
         return;
     }
     
     //If speed is larger than maxspeed, cancel out the input so you don't go over max speed
     if (x > 0 && xMag > maxSpeed) x = 0;
     if (x < 0 && xMag < -maxSpeed) x = 0;
     if (y > 0 && yMag > maxSpeed) y = 0;
     if (y < 0 && yMag < -maxSpeed) y = 0;

     //Some multipliers
     float multiplier = 1f, multiplierV = 1f;
     
     // Movement in air
     if (!grounded) {
         multiplier = 0.5f;
         multiplierV = 0.5f;
     }
     
     // Movement w$$anonymous$$le sliding
     if (grounded && crouc$$anonymous$$ng) multiplierV = 0f;

     //Apply forces to move player
     rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
     rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
 }

 private void Jump() {
     if (grounded && readyToJump) {
         readyToJump = false;

         //Add jump forces
         rb.AddForce(Vector2.up * jumpForce * 1.5f);
         rb.AddForce(normalVector * jumpForce * 0.5f);
         
         //If jumping w$$anonymous$$le falling, reset y velocity.
         Vector3 vel = rb.velocity;
         if (rb.velocity.y < 0.5f)
             rb.velocity = new Vector3(vel.x, 0, vel.z);
         else if (rb.velocity.y > 0) 
             rb.velocity = new Vector3(vel.x, vel.y / 2, vel.z);
         
         Invoke(nameof(ResetJump), jumpCooldown);
     }
 }
 
 private void ResetJump() {
     readyToJump = true;
 }
 
 private float desiredX;
 private void Look() {
     float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
     float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;

     //Find current look rotation
     Vector3 rot = playerCam.transform.localRotation.eulerAngles;
     desiredX = rot.y + mouseX;
     
     //Rotate, and also make sure we dont over- or under-rotate.
     xRotation -= mouseY;
     xRotation = Mathf.Clamp(xRotation, -90f, 90f);

     //Perform the rotations
     playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
     orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
 }

 private void CounterMovement(float x, float y, Vector2 mag) {
     if (!grounded || jumping) return;

     //Slow down sliding
     if (crouc$$anonymous$$ng) {
         rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
         return;
     }

     //Counter movement
     if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0)) {
         rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
     }
     if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0)) {
         rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
     }
     
     //Limit diagonal running. T$$anonymous$$s will also cause a full stop if sliding fast and un-crouc$$anonymous$$ng, so not optimal.
     if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed) {
         float fallspeed = rb.velocity.y;
         Vector3 n = rb.velocity.normalized * maxSpeed;
         rb.velocity = new Vector3(n.x, fallspeed, n.z);
     }
 }

 /// <summary>
 /// Find the velocity relative to where the player is looking
 /// Useful for vectors calculations regarding movement and limiting movement
 /// </summary>
 /// <returns></returns>
 public Vector2 FindVelRelativeToLook() {
     float lookAngle = orientation.transform.eulerAngles.y;
     float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;

     float u = Mathf.DeltaAngle(lookAngle, moveAngle);
     float v = 90 - u;

     float magnitue = rb.velocity.magnitude;
     float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
     float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);
     
     return new Vector2(xMag, yMag);
 }

 private bool IsFloor(Vector3 v) {
     float angle = Vector3.Angle(Vector3.up, v);
     return angle < maxSlopeAngle;
 }

 private bool cancellingGrounded;
 
 /// <summary>
 /// Handle ground detection
 /// </summary>
 private void OnCollisionStay(Collision other) {
     //Make sure we are only checking for walkable layers
     int layer = other.gameObject.layer;
     if (whatIsGround != (whatIsGround | (1 << layer))) return;

     //Iterate through every collision in a physics update
     for (int i = 0; i < other.contactCount; i++) {
         Vector3 normal = other.contacts[i].normal;
         //FLOOR
         if (IsFloor(normal)) {
             grounded = true;
             cancellingGrounded = false;
             normalVector = normal;
             CancelInvoke(nameof(StopGrounded));
         }
     }

     //Invoke ground/wall cancel, since we can't check normals with CollisionExit
     float delay = 3f;
     if (!cancellingGrounded) {
         cancellingGrounded = true;
         Invoke(nameof(StopGrounded), Time.deltaTime * delay);
     }
 }

 private void StopGrounded() {
     grounded = false;
 }
 

} ,un// Some stupid rigidbody based movement by Dani

using System; using UnityEngine;

public class PlayerMovement : MonoBehaviour {

 //Assingables
 public Transform playerCam;
 public Transform orientation;
 
 //Other
 private Rigidbody rb;

 //Rotation and look
 private float xRotation;
 private float sensitivity = 50f;
 private float sensMultiplier = 1f;
 
 //Movement
 public float moveSpeed = 4500;
 public float maxSpeed = 20;
 public bool grounded;
 public LayerMask whatIsGround;
 
 public float counterMovement = 0.175f;
 private float threshold = 0.01f;
 public float maxSlopeAngle = 35f;

 //Crouch & Slide
 private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
 private Vector3 playerScale;
 public float slideForce = 400;
 public float slideCounterMovement = 0.2f;

 //Jumping
 private bool readyToJump = true;
 private float jumpCooldown = 0.25f;
 public float jumpForce = 550f;
 
 //Input
 float x, y;
 bool jumping, sprinting, crouc$$anonymous$$ng;
 
 //Sliding
 private Vector3 normalVector = Vector3.up;
 private Vector3 wallNormalVector;

 void Awake() {
     rb = GetComponent<Rigidbody>();
 }
 
 void Start() {
     playerScale =  transform.localScale;
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }

 
 private void FixedUpdate() {
     Movement();
 }

 private void Update() {
     MyInput();
     Look();
 }

 /// <summary>
 /// Find user input. Should put t$$anonymous$$s in its own class but im lazy
 /// </summary>
 private void MyInput() {
     x = Input.GetAxisRaw("Horizontal");
     y = Input.GetAxisRaw("Vertical");
     jumping = Input.GetButton("Jump");
     crouc$$anonymous$$ng = Input.GetKey(KeyCode.LeftControl);
   
     //Crouc$$anonymous$$ng
     if (Input.GetKeyDown(KeyCode.LeftControl))
         StartCrouch();
     if (Input.GetKeyUp(KeyCode.LeftControl))
         StopCrouch();
 }

 private void StartCrouch() {
     transform.localScale = crouchScale;
     transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
     if (rb.velocity.magnitude > 0.5f) {
         if (grounded) {
             rb.AddForce(orientation.transform.forward * slideForce);
         }
     }
 }

 private void StopCrouch() {
     transform.localScale = playerScale;
     transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
 }

 private void Movement() {
     //Extra gravity
     rb.AddForce(Vector3.down * Time.deltaTime * 10);
     
     //Find actual velocity relative to where player is looking
     Vector2 mag = FindVelRelativeToLook();
     float xMag = mag.x, yMag = mag.y;

     //Counteract sliding and sloppy movement
     CounterMovement(x, y, mag);
     
     //If holding jump && ready to jump, then jump
     if (readyToJump && jumping) Jump();

     //Set max speed
     float maxSpeed = t$$anonymous$$s.maxSpeed;
     
     //If sliding down a ramp, add force down so player stays grounded and also builds speed
     if (crouc$$anonymous$$ng && grounded && readyToJump) {
         rb.AddForce(Vector3.down * Time.deltaTime * 3000);
         return;
     }
     
     //If speed is larger than maxspeed, cancel out the input so you don't go over max speed
     if (x > 0 && xMag > maxSpeed) x = 0;
     if (x < 0 && xMag < -maxSpeed) x = 0;
     if (y > 0 && yMag > maxSpeed) y = 0;
     if (y < 0 && yMag < -maxSpeed) y = 0;

     //Some multipliers
     float multiplier = 1f, multiplierV = 1f;
     
     // Movement in air
     if (!grounded) {
         multiplier = 0.5f;
         multiplierV = 0.5f;
     }
     
     // Movement w$$anonymous$$le sliding
     if (grounded && crouc$$anonymous$$ng) multiplierV = 0f;

     //Apply forces to move player
     rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
     rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
 }

 private void Jump() {
     if (grounded && readyToJump) {
         readyToJump = false;

         //Add jump forces
         rb.AddForce(Vector2.up * jumpForce * 1.5f);
         rb.AddForce(normalVector * jumpForce * 0.5f);
         
         //If jumping w$$anonymous$$le falling, reset y velocity.
         Vector3 vel = rb.velocity;
         if (rb.velocity.y < 0.5f)
             rb.velocity = new Vector3(vel.x, 0, vel.z);
         else if (rb.velocity.y > 0) 
             rb.velocity = new Vector3(vel.x, vel.y / 2, vel.z);
         
         Invoke(nameof(ResetJump), jumpCooldown);
     }
 }
 
 private void ResetJump() {
     readyToJump = true;
 }
 
 private float desiredX;
 private void Look() {
     float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
     float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;

     //Find current look rotation
     Vector3 rot = playerCam.transform.localRotation.eulerAngles;
     desiredX = rot.y + mouseX;
     
     //Rotate, and also make sure we dont over- or under-rotate.
     xRotation -= mouseY;
     xRotation = Mathf.Clamp(xRotation, -90f, 90f);

     //Perform the rotations
     playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
     orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
 }

 private void CounterMovement(float x, float y, Vector2 mag) {
     if (!grounded || jumping) return;

     //Slow down sliding
     if (crouc$$anonymous$$ng) {
         rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
         return;
     }

     //Counter movement
     if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0)) {
         rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
     }
     if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0)) {
         rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
     }
     
     //Limit diagonal running. T$$anonymous$$s will also cause a full stop if sliding fast and un-crouc$$anonymous$$ng, so not optimal.
     if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed) {
         float fallspeed = rb.velocity.y;
         Vector3 n = rb.velocity.normalized * maxSpeed;
         rb.velocity = new Vector3(n.x, fallspeed, n.z);
     }
 }

 /// <summary>
 /// Find the velocity relative to where the player is looking
 /// Useful for vectors calculations regarding movement and limiting movement
 /// </summary>
 /// <returns></returns>
 public Vector2 FindVelRelativeToLook() {
     float lookAngle = orientation.transform.eulerAngles.y;
     float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;

     float u = Mathf.DeltaAngle(lookAngle, moveAngle);
     float v = 90 - u;

     float magnitue = rb.velocity.magnitude;
     float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
     float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);
     
     return new Vector2(xMag, yMag);
 }

 private bool IsFloor(Vector3 v) {
     float angle = Vector3.Angle(Vector3.up, v);
     return angle < maxSlopeAngle;
 }

 private bool cancellingGrounded;
 
 /// <summary>
 /// Handle ground detection
 /// </summary>
 private void OnCollisionStay(Collision other) {
     //Make sure we are only checking for walkable layers
     int layer = other.gameObject.layer;
     if (whatIsGround != (whatIsGround | (1 << layer))) return;

     //Iterate through every collision in a physics update
     for (int i = 0; i < other.contactCount; i++) {
         Vector3 normal = other.contacts[i].normal;
         //FLOOR
         if (IsFloor(normal)) {
             grounded = true;
             cancellingGrounded = false;
             normalVector = normal;
             CancelInvoke(nameof(StopGrounded));
         }
     }

     //Invoke ground/wall cancel, since we can't check normals with CollisionExit
     float delay = 3f;
     if (!cancellingGrounded) {
         cancellingGrounded = true;
         Invoke(nameof(StopGrounded), Time.deltaTime * delay);
     }
 }

 private void StopGrounded() {
     grounded = false;
 }
 

}

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