• 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
0
Question by RoboticSarcasm · Nov 21, 2013 at 06:28 PM · c#jitter

How do i smoothen this movement?

I've made a 2D movement script but when i jump it is very jittery once the gravity kicks in and you're still pressing W. Does anybody know how to smoothen it a bit?

 using UnityEngine;
 using System.Collections;
 
 public class  Player : MonoBehaviour{
 
 public float moveSpeed = 10f;
 
 
     void Update () {
     float h = Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed;
     float v = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed;
 
         transform.Translate (new Vector3 (h, v, 0));
         }
          
     }
 
Comment
Add comment · Show 2
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 diegzumillo · Nov 21, 2013 at 06:55 PM 0
Share

Where is the gravity/jump part of the code?

avatar image RoboticSarcasm · Nov 21, 2013 at 07:08 PM 0
Share

The vertical input jumps upwards. Rigidbody gravity pulls it downwards once it gets to a specific height.

3 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by kmeboe · Nov 21, 2013 at 07:30 PM

You probably shouldn't be modifying the transform yourself. Instead, act on the player's Rigidbody (for instance, calling AddForce()). In this way, you will work within the physics system rather than fighting it.

http://docs.unity3d.com/Documentation/ScriptReference/Rigidbody.html

Edit: I should also mention that if you're using a CharacterController you would act on that instead: http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.Move.html

Comment
Add comment · 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
0

Answer by diegzumillo · Nov 21, 2013 at 07:58 PM

Oh, rigidbody gravity. In that case, avoid translate(). In order to work with a rigidbody you should use forces to control the character. Another solution, usually frowned upon, is to alter the rigidbody.velocity property directly; I'm working in a 2d game and this approach isn't giving me any trouble so far.

Comment
Add comment · 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
0

Answer by Tomer-Barkan · Nov 22, 2013 at 06:37 AM

You're manually changing the position, and the physics will give it velocity downwards, which increases over time (that's how gravity works).

You could give yourself velocity upwards, and let the physics engine do the rest. That way you will have a realistic jump (starting fast, slowing down as you reach the peak, and then start gaining velocity downwards until you hit the ground). It also means the jump always reaches the same height, and you have less control over how long it takes to jump (physics does it):

 void Update () {
     float h = Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed;
     float v = Input.GetAxis("Vertical");

     // move horizontally
     transform.Translate(new Vector3 (h, 0, 0));

     // start jump if pressing up and not in the middle of a jump
     if (v > 0 && rigidbody2d.velocity.y == 0) {
         rigidbody2d.velocity += new Vector2(0, 5);
     }
 }

The second way would be to disable the gravity, and manually move the collider up until the user releases the jump key, or you reach the peak of the jump. This allows you to control the jump better, but makes it less realistic (speed while jumping is constant). Most platformer games use this kind of jump. You'll need to store the height in which you want the jump to stop.

Here are a few resources that could help you:

Tutorial for 2d platformer: http://www.youtube.com/watch?v=d3HEFiDFApI

2d controller: http://forum.unity3d.com/threads/173640-Released-2D-Platform-Controller

Comment
Add comment · 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

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

19 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

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Prevent Rigidbody from Climbing Steep Slopes using Forces (C#) 0 Answers

Renderer on object disabled after level reload 1 Answer

Initialising List array for use in a custom Editor 1 Answer


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