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Question character controller gravity

Discussion in 'Scripting' started by trevorlovesmelody1, Sep 2, 2023.

  1. trevorlovesmelody1

    trevorlovesmelody1

    Joined:
    Feb 19, 2022
    Posts:
    3
    should this make the character fall

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class PlayerMovement : MonoBehaviour
    {

    public CharacterController controller;
    public Transform cam;

    private bool isGrounded;

    public float speed = 6f;

    private float gravityForce = -981f;

    public float turnSmoothTime = 0.1f;

    float turnSmoothVelocity;

    void Update()
    {
    float horizontal = Input.GetAxisRaw("Horizontal");
    float vertical = Input.GetAxisRaw("Vertical");
    Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

    isGrounded = controller.isGrounded;

    if (controller.isGrounded)
    {
    Debug.Log("hi");
    }
    else
    {
    direction.y += gravityForce;
    }

    if (direction.magnitude >= 0.1f)
    {
    float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
    float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
    transform.rotation = Quaternion.Euler(0f, angle, 0f);
    Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
    controller.Move(moveDir.normalized * speed * Time.deltaTime);
    }
    }
    }

    instead it just make you move forwards
     
  2. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
    Easier readability:
    Code (CSharp):
    1. public class PlayerMovement : MonoBehaviour
    2. {
    3.     public CharacterController controller;
    4.     public Transform cam;
    5.     private bool isGrounded;
    6.     public float speed = 6f;
    7.     private float gravityForce = -981f;
    8.     public float turnSmoothTime = 0.1f;
    9.     float turnSmoothVelocity;
    10.  
    11.     void Update()
    12.     {
    13.         float horizontal = Input.GetAxisRaw("Horizontal");
    14.         float vertical = Input.GetAxisRaw("Vertical");
    15.         Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
    16.  
    17.         isGrounded = controller.isGrounded;
    18.  
    19.         if (controller.isGrounded)
    20.         {
    21.             Debug.Log("hi");
    22.         }
    23.         else
    24.         {
    25.             direction.y += gravityForce;
    26.         }
    27.  
    28.         if (direction.magnitude >= 0.1f)
    29.         {
    30.             float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
    31.             float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
    32.             transform.rotation = Quaternion.Euler(0f, angle, 0f);
    33.             Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
    34.             controller.Move(moveDir.normalized * speed * Time.deltaTime);
    35.         }
    36.     }
    37. }
     
  3. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
  4. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,495
    To answer your only question here:
    No, it should not.
    Yes, that's exactly what it does.

    So what was your question? Your code just doesn't make much sense. You construct a direction variable which contains your normalized input values. You then add gravity in the y direction. However in the last bit of code you only use the x and z component to convoluted determine an angle for the input direction, you add the y euler angle which is even dangerous to read the eulerangles back and then you construct again a new direction vector "moveDir" just out of that angle and that one you use to move your character controller.
     
    Yoreki and wideeyenow_unity like this.
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Are you actually interested in writing a player controller? If so find a good tutorial and plan on spending a great deal of time until you understand all the different parts. See below.

    On the other hand if you just need a player controller, here is a super-basic starter prototype FPS based on Character Controller (BasicFPCC):

    https://forum.unity.com/threads/a-basic-first-person-character-controller-for-prototyping.1169491/

    That one has run, walk, jump, slide, crouch... it's crazy-nutty!!

    --------------------------

    Should you decide to go the tutorial route, keep this in mind to save yourself a LOT of wasted time with nonsense code.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  6. tleylan

    tleylan

    Joined:
    Jun 17, 2020
    Posts:
    521
    Fall from where and due to what?

    Today's debugging hint... do not log the word "hi" and perhaps throttle logging when doing it in the Update method.

    At least consider logging the class name if not the class and method so there is a reasonable way to identify a log line in a log file.

    Code (CSharp):
    1.         if (controller.isGrounded)
    2.         {
    3.             Debug.Log("hi");
    4.         }