Rigidbody movement walls climb disable

Hello i have a problem. I have maked own rigidbody movement script, and it have air acceleration. So the player can jump on the walls and it can stay on the walls. How i can stop it easily. I have tried physicmaterials what have 0 friction but it didn’t work. here is the script :

var speed = 10.0;
var gravity = 10.0;
var maxVelocityChange = 10.0;
var canJump = true;
var jumpHeight = 2.0;
var airspeed = 8.0;
private var truespeed = 0.0;
private var grounded = false;
 
@script RequireComponent(Rigidbody, CapsuleCollider)
 
function Awake ()
{
	rigidbody.freezeRotation = true;
	rigidbody.useGravity = false;
}
 
function FixedUpdate ()
{

	// Calculate how fast we should be moving
		var targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
		targetVelocity = transform.TransformDirection(targetVelocity);
		targetVelocity *= truespeed;
 
		// Apply a force that attempts to reach our target velocity
		var velocity = rigidbody.velocity;
		var velocityChange = (targetVelocity - velocity);
		velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
		velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
		velocityChange.y = 0;
		rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
	
	if(grounded == false){
		truespeed = airspeed;
 	
	}
	if (grounded == true)
	{
		truespeed = speed;
		
		// Jump
		if (canJump && Input.GetButton("Jump"))
		{
			rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
		}
	}
 
	// We apply gravity manually for more tuning control
	rigidbody.AddForce(Vector3 (0, -gravity * rigidbody.mass, 0));
 
	grounded = false;
}
 
function OnCollisionStay (hit : Collision)
{
	grounded = true;	
	if(hit.gameObject.tag == "friction"){
         transform.parent = hit.transform ; 
     }else{
         transform.parent = null;
 }
}
 
function CalculateJumpVerticalSpeed ()
{
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt(2 * jumpHeight * gravity);
}

You can make your grounded check by raycasting forward from the player instead of doing this down, and then don’t apply gravity if character is grounded (wall’d actually :slight_smile:

Personally, I find that creating a Physics material helps. You can also push back the character from the contact point when he hits a wall with a force equal to the movement velocity, or slightly above.

See this link for code examples.