• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by lukazkool · Feb 09, 2022 at 08:27 PM · movementcollider3dposition

IsKinematic player completely frozen

I have a rigidbody character with the animator component, capsule collider, rigidbody, and my movment script. My problem is is when I press the play button my player first doesn't fall, and when I press forward, the player plays the running animation, but doesn't move.

Here is my movement script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Mover : MonoBehaviour
 {
     public GameObject Player;
     public Rigidbody rb;
 
     public GameObject Center;
     public GameObject Facing;
 
     public float JumpForce = 7.5f;
     public float RunSpeed = 2f;
 
     private bool canJump = true;
 
     void jump()
     {
         if(canJump == true)
         {
 
             Player.GetComponent<Animator>().Play("Jumping");
             rb.AddForce(0f, JumpForce, 0f, ForceMode.Impulse);
 
             canJump = false;
             
             //reset isJumping after 1.5 sec
             Invoke("changeCanJump", 1.5f);
         }
     }
 
     void changeCanJump()
     {
         canJump = true;
     }
 
 
 
     void OnCollisionEnter(Collision collisionInfo)
     {
         if(collisionInfo.collider.tag == "Enemy")
         {
             Player.GetComponent<Animator>().Play("KnockBack");
         }
     }
 
 
     void Update()
     {
         if (Input.GetKey(KeyCode.D))
         {
             if (Facing.transform.position.z > Center.transform.position.z)
             {
                 Player.transform.Rotate(0, 180, 0);
             }
 
             rb.AddForce(0, 0, -RunSpeed, ForceMode.Force);
             Player.GetComponent<Animator>().Play("WalkCycle1");
             
         } else if (Input.GetKey(KeyCode.Space) || Input.GetKey(KeyCode.W))
         {
             //rb.AddForce(0, JumpForce * Time.deltaTime, 0, ForceMode.Impulse);
             //Player.GetComponent<Animator>().Play("Jumping");
             
             jump();
 
 
 
         } else if (Input.GetKey(KeyCode.A))
         {
             
             if (Facing.transform.position.z < Center.transform.position.z)                           // -Z is forward, Z is backward
             {
                 Player.transform.Rotate(0, 180, 0);
                 
             }
 
             //Find the position of the facing gameobject and see what side it is relative to the middle point.
             rb.AddForce(0, 0, RunSpeed, ForceMode.Force);
             Player.GetComponent<Animator>().Play("WalkCycle1");
             
             
         } else 
         {
             Player.GetComponent<Animator>().Rebind ();
         }
     }
 }
 
Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image

Answer by MerryLeo · Feb 09, 2022 at 08:55 PM

Hello @lukazkool,

The solution might be in the title of your post. Have you checked isKinematic on RigidBody component in the inspector? On the Unity Rigidbody.isKinematic page, it says: "If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore". Therefore, if you are trying to move your player with forces, it won't work. I hope this is the answer you are looking for.

Comment

People who like this

0 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image lukazkool · Feb 11, 2022 at 11:50 PM 0
Share

I unclicked the check box, and now the player moves slowly and when I jump sometimes freezes in midair.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

260 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Transforming position for different colliders for repeating background? 0 Answers

Object collider not operating properly 2 Answers

Player model physics doesn't seem to work properly. Gravity issues maybe? 0 Answers

Character Controller slides sideways when it hits objects are angles different from 90 degrees 1 Answer

Make a Good Collider on Blender import? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges