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Question by outsiderman411 · Feb 01, 2012 at 05:34 AM · gravityjumpjumping

Adding a jump feature help?

I created this script for a specific project and when i added my versions of jumping I ended up seeing undesirable results in how fast my character jumped and the time it took for it to fall. Is there any way to add a nice jump feature using the gravity i have initialized?

using UnityEngine; using System.Collections;

[RequireComponent (typeof(CharacterController))] public class AdvancedMovement : MonoBehaviour {

 public float runSpeed = 0.1f;
 public float strafeSpeed = 2.5f;
 public float gravity = 20;
 
 private CharacterController _controller;    //Our cached CharacterController.
 
 public void Awake() {

     _controller = GetComponent<CharacterController>();
 
 }
 
 void Start () {
     
     animation.wrapMode = WrapMode.Loop;
 
 }
 
 void Update () {
     
     _controller.Move(Vector3.down * gravity * Time.deltaTime);
     
     if(_controller.isGrounded){
         
         _controller.Move(Vector3.forward * runSpeed);
         animation.CrossFade("RunInPlace");
     
     }    
         
     if(Input.GetButton("Strafe")){
         animation.CrossFade("RunInPlace");
         _controller.Move(Vector3.right * Input.GetAxis("Strafe") * strafeSpeed);
     
     }        
             
 }
     

}

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avatar image Tespy · Jan 31, 2017 at 08:01 PM 0
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I think you forgot to show the jump feature in your code; all I see is strafing, automatic running, and automatic falling.

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Answer by TripodGRANNE · Feb 01, 2012 at 07:08 PM

Instead of using:

   _controller.Move(Vector3.down * gravity * Time.deltaTime);

You should try to use:

   _controller.Move(Vector3.down -= gravity * Time.deltaTime);

Theres no guarantees that this will work, check this for more Help

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Answer by FortisVenaliter · Jan 31, 2017 at 08:25 PM

What you want to do is track the velocity, and add Gravity to that, instead of adding the gravity directly to the position.

So, add a variable to track the Y-Velocity. Each frame, add the gravity. Then, use that velocity to move the character. That will give you the parabolic arc you are looking for.

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