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Question by Skullwing · May 26, 2013 at 06:17 PM · buttonjumpkeyemulate

Bunny Hop control

Hi, at the moment I am building a bunny hop control for my game and I don't know how to emulate the press of a button.

The Code should be:

When button "Jump" (Spacebar) is pressed and the collider (the collider of the Player) notifies a collision, then he should emulate the press of the spacebar to Jump again.

I am also happy if someone has an other idea to do this :)

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avatar image robertbu · May 26, 2013 at 07:06 PM 0
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This is going to depend on how you move your character: 1) direct manipulation of the transform, 2) forces and rigidbody, or 3) character controller.

avatar image Skullwing · May 26, 2013 at 07:07 PM 0
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Character Controller

avatar image Vonni · May 26, 2013 at 08:14 PM 0
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Not sure if I understand you correctly, but why not store your jump code into a function and "emulate" this button press by calling the function?

avatar image Skullwing · May 26, 2013 at 08:18 PM 0
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Because the jump code is in the character controller script. I didn't write the script, thus i don't know which function it is and I was unable to figure it out.

avatar image Vonni · May 26, 2013 at 09:45 PM 0
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Look again, script is not that big. It can be good practice to go through the script step by step and try to understand how they set it up.

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Answer by Skullwing · May 28, 2013 at 04:27 PM

Here are the scripts, I don't know why it does not work to jump by holding the button...

FPS Input Controller:

 private var motor : CharacterMotor;
 var stillPressed : boolean;
 
 // Use this for initialization
 function Awake () {
     motor = GetComponent(CharacterMotor);
 }
 
 // Update is called once per frame
 function Update () {
     // Get the input vector from kayboard or analog stick
     var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     
     if (directionVector != Vector3.zero) {
         // Get the length of the directon vector and then normalize it
         // Dividing by the length is cheaper than normalizing when we already have the length anyway
         var directionLength = directionVector.magnitude;
         directionVector = directionVector / directionLength;
         
         // Make sure the length is no bigger than 1
         directionLength = Mathf.Min(1, directionLength);
         
         // Make the input vector more sensitive towards the extremes and less sensitive in the middle
         // This makes it easier to control slow speeds when using analog sticks
         directionLength = directionLength * directionLength;
         
         // Multiply the normalized direction vector by the modified length
         directionVector = directionVector * directionLength;
     }
     
     // Apply the direction to the CharacterMotor
     motor.inputMoveDirection = transform.rotation * directionVector;
     motor.inputJump = Input.GetButton("Jump")    
         
 }
 // Require a character controller to be attached to the same game object
 @script RequireComponent (CharacterMotor)
 @script AddComponentMenu ("Character/FPS Input Controller")
 


CharacterMotor Script:

 #pragma strict
 #pragma implicit
 #pragma downcast
 
 // Does this script currently respond to input?
 var canControl : boolean = true;
 
 var useFixedUpdate : boolean = true;
 
 // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
 // Very handy for organization!
 
 // The current global direction we want the character to move in.
 @System.NonSerialized
 var inputMoveDirection : Vector3 = Vector3.zero;
 
 // Is the jump button held down? We use this interface instead of checking
 // for the jump button directly so this script can also be used by AIs.
 @System.NonSerialized
 var inputJump : boolean = false;
 
 class CharacterMotorMovement {
     // The maximum horizontal speed when moving
     var maxForwardSpeed : float = 10.0;
     var maxSidewaysSpeed : float = 10.0;
     var maxBackwardsSpeed : float = 10.0;
     
     // Curve for multiplying speed based on slope (negative = downwards)
     var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
     
     // How fast does the character change speeds?  Higher is faster.
     var maxGroundAcceleration : float = 30.0;
     var maxAirAcceleration : float = 20.0;
 
     // The gravity for the character
     var gravity : float = 10.0;
     var maxFallSpeed : float = 20.0;
     
     // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
     // Very handy for organization!
 
     // The last collision flags returned from controller.Move
     @System.NonSerialized
     var collisionFlags : CollisionFlags; 
 
     // We will keep track of the character's current velocity,
     @System.NonSerialized
     var velocity : Vector3;
     
     // This keeps track of our current velocity while we're not grounded
     @System.NonSerialized
     var frameVelocity : Vector3 = Vector3.zero;
     
     @System.NonSerialized
     var hitPoint : Vector3 = Vector3.zero;
     
     @System.NonSerialized
     var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
 }
 
 var movement : CharacterMotorMovement = CharacterMotorMovement();
 
 enum MovementTransferOnJump {
     None, // The jump is not affected by velocity of floor at all.
     InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
     PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
     PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
 }
 
 // We will contain all the jumping related variables in one helper class for clarity.
 class CharacterMotorJumping {
     // Can the character jump?
     var enabled : boolean = true;
 
     // How high do we jump when pressing jump and letting go immediately
     var baseHeight : float = 1.0;
     
     // We add extraHeight units (meters) on top when holding the button down longer while jumping
     var extraHeight : float = 4.1;
     
     // How much does the character jump out perpendicular to the surface on walkable surfaces?
     // 0 means a fully vertical jump and 1 means fully perpendicular.
     var perpAmount : float = 0.0;
     
     // How much does the character jump out perpendicular to the surface on too steep surfaces?
     // 0 means a fully vertical jump and 1 means fully perpendicular.
     var steepPerpAmount : float = 0.5;
     
     // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
     // Very handy for organization!
 
     // Are we jumping? (Initiated with jump button and not grounded yet)
     // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
     @System.NonSerialized
     var jumping : boolean = false;
     
     @System.NonSerialized
     var holdingJumpButton : boolean = false;
 
     // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
     @System.NonSerialized
     var lastStartTime : float = 0.0;
     
     @System.NonSerialized
     var lastButtonDownTime : float = -100;
     
     @System.NonSerialized
     var jumpDir : Vector3 = Vector3.up;
     
     //Bunny Hop Mode
     
 //    var BunnyHop : boolean = false;
 }
 
 var jumping : CharacterMotorJumping = CharacterMotorJumping();
 
 class CharacterMotorMovingPlatform {
     var enabled : boolean = true;
     
     var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
     
     @System.NonSerialized
     var hitPlatform : Transform;
     
     @System.NonSerialized
     var activePlatform : Transform;
     
     @System.NonSerialized
     var activeLocalPoint : Vector3;
     
     @System.NonSerialized
     var activeGlobalPoint : Vector3;
     
     @System.NonSerialized
     var activeLocalRotation : Quaternion;
     
     @System.NonSerialized
     var activeGlobalRotation : Quaternion;
     
     @System.NonSerialized
     var lastMatrix : Matrix4x4;
     
     @System.NonSerialized
     var platformVelocity : Vector3;
     
     @System.NonSerialized
     var newPlatform : boolean;
 }
 
 var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
 
 class CharacterMotorSliding {
     // Does the character slide on too steep surfaces?
     var enabled : boolean = true;
     
     // How fast does the character slide on steep surfaces?
     var slidingSpeed : float = 15;
     
     // How much can the player control the sliding direction?
     // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
     var sidewaysControl : float = 1.0;
     
     // How much can the player influence the sliding speed?
     // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
     var speedControl : float = 0.4;
 }
 
 var sliding : CharacterMotorSliding = CharacterMotorSliding();
 
 @System.NonSerialized
 var grounded : boolean = true;
 
 @System.NonSerialized
 var groundNormal : Vector3 = Vector3.zero;
 
 private var lastGroundNormal : Vector3 = Vector3.zero;
 
 private var tr : Transform;
 
 private var controller : CharacterController;
 
 function Awake () {
     controller = GetComponent (CharacterController);
     tr = transform;
 }
 
 private function UpdateFunction () {
     // We copy the actual velocity into a temporary variable that we can manipulate.
     var velocity : Vector3 = movement.velocity;
     
     // Update velocity based on input
     velocity = ApplyInputVelocityChange(velocity);
     
     // Apply gravity and jumping force
     velocity = ApplyGravityAndJumping (velocity);
     
     // Moving platform support
     var moveDistance : Vector3 = Vector3.zero;
     if (MoveWithPlatform()) {
         var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
         moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
         if (moveDistance != Vector3.zero)
             controller.Move(moveDistance);
         
         // Support moving platform rotation as well:
         var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
         var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
         
         var yRotation = rotationDiff.eulerAngles.y;
         if (yRotation != 0) {
             // Prevent rotation of the local up vector
             tr.Rotate(0, yRotation, 0);
         }
     }
     
     // Save lastPosition for velocity calculation.
     var lastPosition : Vector3 = tr.position;
     
     // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
     var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
     
     // Find out how much we need to push towards the ground to avoid loosing grouning
     // when walking down a step or over a sharp change in slope.
     var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
     if (grounded)
         currentMovementOffset -= pushDownOffset * Vector3.up;
     
     // Reset variables that will be set by collision function
     movingPlatform.hitPlatform = null;
     groundNormal = Vector3.zero;
     
        // Move our character!
     movement.collisionFlags = controller.Move (currentMovementOffset);
     
     movement.lastHitPoint = movement.hitPoint;
     lastGroundNormal = groundNormal;
     
     if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
         if (movingPlatform.hitPlatform != null) {
             movingPlatform.activePlatform = movingPlatform.hitPlatform;
             movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
             movingPlatform.newPlatform = true;
         }
     }
     
     // Calculate the velocity based on the current and previous position.  
     // This means our velocity will only be the amount the character actually moved as a result of collisions.
     var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
     movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
     var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
     
     // The CharacterController can be moved in unwanted directions when colliding with things.
     // We want to prevent this from influencing the recorded velocity.
     if (oldHVelocity == Vector3.zero) {
         movement.velocity = new Vector3(0, movement.velocity.y, 0);
     }
     else {
         var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
         movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
     }
     
     if (movement.velocity.y < velocity.y - 0.001) {
         if (movement.velocity.y < 0) {
             // Something is forcing the CharacterController down faster than it should.
             // Ignore this
             movement.velocity.y = velocity.y;
         }
         else {
             // The upwards movement of the CharacterController has been blocked.
             // This is treated like a ceiling collision - stop further jumping here.
             jumping.holdingJumpButton = false;
         }
     }
     
     // We were grounded but just loosed grounding
     if (grounded && !IsGroundedTest()) {
         grounded = false;
         
         // Apply inertia from platform
         if (movingPlatform.enabled &&
             (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
             movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
         ) {
             movement.frameVelocity = movingPlatform.platformVelocity;
             movement.velocity += movingPlatform.platformVelocity;
         }
         
         SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
         // We pushed the character down to ensure it would stay on the ground if there was any.
         // But there wasn't so now we cancel the downwards offset to make the fall smoother.
         tr.position += pushDownOffset * Vector3.up;
     }
     // We were not grounded but just landed on something
     else if (!grounded && IsGroundedTest()) {
         grounded = true;
         jumping.jumping = false;
         SubtractNewPlatformVelocity();
         
         SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
     }
     
     // Moving platforms support
     if (MoveWithPlatform()) {
         // Use the center of the lower half sphere of the capsule as reference point.
         // This works best when the character is standing on moving tilting platforms. 
         movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
         movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
         
         // Support moving platform rotation as well:
         movingPlatform.activeGlobalRotation = tr.rotation;
         movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
     }
 }
 
 function FixedUpdate () {
     if (movingPlatform.enabled) {
         if (movingPlatform.activePlatform != null) {
             if (!movingPlatform.newPlatform) {
                 var lastVelocity : Vector3 = movingPlatform.platformVelocity;
                 
                 movingPlatform.platformVelocity = (
                     movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                     - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                 ) / Time.deltaTime;
             }
             movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
             movingPlatform.newPlatform = false;
         }
         else {
             movingPlatform.platformVelocity = Vector3.zero;    
         }
     }
     
     if (useFixedUpdate)
         UpdateFunction();
 }
 
 function Update () {
     if (!useFixedUpdate)
         UpdateFunction();
 }
 
 private function ApplyInputVelocityChange (velocity : Vector3) {    
     if (!canControl)
         inputMoveDirection = Vector3.zero;
     
     // Find desired velocity
     var desiredVelocity : Vector3;
     if (grounded && TooSteep()) {
         // The direction we're sliding in
         desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
         // Find the input movement direction projected onto the sliding direction
         var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
         // Add the sliding direction, the spped control, and the sideways control vectors
         desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
         // Multiply with the sliding speed
         desiredVelocity *= sliding.slidingSpeed;
     }
     else
         desiredVelocity = GetDesiredHorizontalVelocity();
     
     if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
         desiredVelocity += movement.frameVelocity;
         desiredVelocity.y = 0;
     }
     
     if (grounded)
         desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
     else
         velocity.y = 0;
     
     // Enforce max velocity change
     var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
     var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
     if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
         velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
     }
     // If we're in the air and don't have control, don't apply any velocity change at all.
     // If we're on the ground and don't have control we do apply it - it will correspond to friction.
     if (grounded || canControl)
         velocity += velocityChangeVector;
     
     if (grounded) {
         // When going uphill, the CharacterController will automatically move up by the needed amount.
         // Not moving it upwards manually prevent risk of lifting off from the ground.
         // When going downhill, DO move down manually, as gravity is not enough on steep hills.
         velocity.y = Mathf.Min(velocity.y, 0);
     }
     
     return velocity;
 }
 
 private function ApplyGravityAndJumping (velocity : Vector3) {
     
     if (!inputJump || !canControl) {
         jumping.holdingJumpButton = false;
         jumping.lastButtonDownTime = -100;
     }
     
     if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
         jumping.lastButtonDownTime = Time.time;
     
     if (grounded)
         velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
     else {
         velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
         
         // When jumping up we don't apply gravity for some time when the user is holding the jump button.
         // This gives more control over jump height by pressing the button longer.
         if (jumping.jumping && jumping.holdingJumpButton) {
             // Calculate the duration that the extra jump force should have effect.
             // If we're still less than that duration after the jumping time, apply the force.
             if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
                 // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
                 velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
             }
         }
         
         // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
         velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
     }
         
     if (grounded) {
         // Jump only if the jump button was pressed down in the last 0.2 seconds.
         // We use this check instead of checking if it's pressed down right now
         // because players will often try to jump in the exact moment when hitting the ground after a jump
         // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
         // it's confusing and it feels like the game is buggy.
         if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
             grounded = false;
             jumping.jumping = true;
             jumping.lastStartTime = Time.time;
             jumping.lastButtonDownTime = -100;
             jumping.holdingJumpButton = true;
             
             // Calculate the jumping direction
             if (TooSteep())
                 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
             else
                 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
             
             // Apply the jumping force to the velocity. Cancel any vertical velocity first.
             velocity.y = 0;
             velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
             
             // Apply inertia from platform
             if (movingPlatform.enabled &&
                 (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
                 movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
             ) {
                 movement.frameVelocity = movingPlatform.platformVelocity;
                 velocity += movingPlatform.platformVelocity;
             }
             
             SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
         }
         else {
             jumping.holdingJumpButton = false;
         }
     }
     
     return velocity;
 }
 
 function OnControllerColliderHit (hit : ControllerColliderHit) {
     if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
         if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
             groundNormal = hit.normal;
         else
             groundNormal = lastGroundNormal;
         
         movingPlatform.hitPlatform = hit.collider.transform;
         movement.hitPoint = hit.point;
         movement.frameVelocity = Vector3.zero;
     }
 }
 
 private function SubtractNewPlatformVelocity () {
     // When landing, subtract the velocity of the new ground from the character's velocity
     // since movement in ground is relative to the movement of the ground.
     if (movingPlatform.enabled &&
         (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
         movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
     ) {
         // If we landed on a new platform, we have to wait for two FixedUpdates
         // before we know the velocity of the platform under the character
         if (movingPlatform.newPlatform) {
             var platform : Transform = movingPlatform.activePlatform;
             yield WaitForFixedUpdate();
             yield WaitForFixedUpdate();
             if (grounded && platform == movingPlatform.activePlatform)
                 yield 1;
         }
         movement.velocity -= movingPlatform.platformVelocity;
     }
 }
 
 private function MoveWithPlatform () : boolean {
     return (
         movingPlatform.enabled
         && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
         && movingPlatform.activePlatform != null
     );
 }
 
 private function GetDesiredHorizontalVelocity () {
     // Find desired velocity
     var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
     var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
     if (grounded) {
         // Modify max speed on slopes based on slope speed multiplier curve
         var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
         maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
     }
     return tr.TransformDirection(desiredLocalDirection * maxSpeed);
 }
 
 private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
     var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
     return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
 }
 
 private function IsGroundedTest () {
     return (groundNormal.y > 0.01);
 }
 
 function GetMaxAcceleration (grounded : boolean) : float {
     // Maximum acceleration on ground and in air
     if (grounded)
         return movement.maxGroundAcceleration;
     else
         return movement.maxAirAcceleration;
 }
 
 function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
 }
 
 function IsJumping () {
     return jumping.jumping;
 }
 
 function IsSliding () {
     return (grounded && sliding.enabled && TooSteep());
 }
 
 function IsTouchingCeiling () {
     return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
 }
 
 function IsGrounded () {
     return grounded;
 }
 
 function TooSteep () {
     return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
 }
 
 function GetDirection () {
     return inputMoveDirection;
 }
 
 function SetControllable (controllable : boolean) {
     canControl = controllable;
 }
 
 // Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
 // The function returns the length of the resulting vector.
 function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
     if (desiredMovementDirection == Vector3.zero)
         return 0;
     else {
         var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
         var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
         var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
         return length;
     }
 }
 
 function SetVelocity (velocity : Vector3) {
     grounded = false;
     movement.velocity = velocity;
     movement.frameVelocity = Vector3.zero;
     SendMessage("OnExternalVelocity");
 }
 
 // Require a character controller to be attached to the same game object
 @script RequireComponent (CharacterController)
 @script AddComponentMenu ("Character/Character Motor")
 
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