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Question by bfbc2jb · Dec 18, 2011 at 05:27 AM · javascriptrigidbodyplayer

custom rigidbody movement problem

hi, im using a custom rigidbody movement script, and it works fine, it moves well and interacts with physics perfectly, but one problem, i can climb up walls witch i dont want, how do i fix that? this is the script, it in javascript:

  var forwardSpeed = 10; 
 
  var backwardSpeed = 5; 
 
  var strafeSpeed = 8; 
 
  
 
  function FixedUpdate () { 
 
     // Step1: Get your input values 
 
     horizontal = Input.GetAxis("Horizontal"); 
 
     vertical = Input.GetAxis("Vertical"); 
 
     // Step 2: Limit the movement on angles and then multiply those results 
 
     // by their appropriate speed variables 
 
     percentofpercent = Mathf.Abs(horizontal) + Mathf.Abs(vertical) - 1.0; 
 
     if (percentofpercent > 0.1) { 
 
        // if we're here, then we're not moving in a straight line 
 
        // my math here might be kinda confusing and sloppy...so don't look! 
 
        percentofpercent = percentofpercent * 10000; 
 
        percentofpercent = Mathf.Sqrt(percentofpercent); 
 
        percentofpercent = percentofpercent / 100; 
 
        finalMultiplier = percentofpercent * .25; 
 
        horizontal = horizontal - (horizontal * finalMultiplier); 
 
        vertical = vertical - (vertical * finalMultiplier); 
 
     } 
 
     if (vertical > 0) { 
 
        vertical = vertical * forwardSpeed; 
 
     } 
 
     if (vertical < 0) { 
 
        vertical = vertical * backwardSpeed; 
 
     } 
 
     horizontal = horizontal * strafeSpeed; 
 
     // Step 3: Derive a vector on which to travel, based on the combined 
 
     // influence of BOTH axes 
 
     tubeFinalVector = transform.TransformDirection (Vector3(horizontal,0,vertical)); 
 
     // Step 4: Apply the final movement in world space 
 
     rigidbody.velocity.z = tubeFinalVector.z; 
 
     rigidbody.velocity.x = tubeFinalVector.x; 
 
  } 
 
  function Awake () { 
 
     rigidbody.freezeRotation = true; 
 
  }

 
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Answer by storm024 · Dec 18, 2011 at 11:42 AM

declarations:

 var ticktock:boolean;
 var prevPos;
 var pmd;

place in update

 if (!ticktock)
 {
     prevPos = Vector2(transform.position.x,transform.position.z);
     ticktock = true;
 }
 else
 {
     pmd = Vector2.Angle(prevPos,vector2(transform.position.x,transform.position.z));
     ticktock = false;
 }
 if (pmd != null && Raycast (transform.position, Vector3(pmd.x,,pmd., 115, 0))
 {
         rigidbody.velocity.z = 0; 

 rigidbody.velocity.x = 0; 
 }
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Answer by inkspots · Dec 18, 2011 at 11:42 AM

A good working example of this climbing limitation you describe can be found in the default assets of Unity3d, in the basic character controller there is a so called slopeLimit parameter this is based on steepness angle. So you can have the script decide what angle your rigidbody can ascend prehaps in the case of a wall accept every slope under 90 degrees.

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