Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

everytime I click play my player just floats to the air pls help. this is a FP

Discussion in 'Documentation' started by Feash, Apr 4, 2021.

  1. Feash

    Feash

    Joined:
    Apr 2, 2021
    Posts:
    1
    using System;
    using UnityEngine;

    public class movement : MonoBehaviour {

    //Assingables
    public Transform playerCam;
    public Transform orientation;

    //Other
    private Rigidbody rb;

    //Rotation and look
    private float xRotation;
    private float sensitivity = 80f;
    private float sensMultiplier = 1f;

    //Movement
    public float moveSpeed = 4500;
    public float maxSpeed = 20;
    public bool grounded;
    public LayerMask whatIsGround;

    public float counterMovement = 0.175f;
    private float threshold = 0.01f;
    public float maxSlopeAngle = 35f;

    //Crouch & Slide
    private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
    private Vector3 playerScale;
    public float slideForce = 400;
    public float slideCounterMovement = 0.2f;

    //Jumping
    private bool readyToJump = true;
    private float jumpCooldown = 0.25f;
    public float jumpForce = 550f;

    //Input
    float x, y;
    bool jumping, sprinting, crouching;

    //Sliding
    private Vector3 normalVector = Vector3.up;
    private Vector3 wallNormalVector;

    void Awake() {
    rb = GetComponent<Rigidbody>();
    }

    void Start() {
    playerScale = transform.localScale;
    Cursor.lockState = CursorLockMode.Locked;
    Cursor.visible = true;
    }


    private void FixedUpdate() {
    Movement();
    }

    private void Update() {
    MyInput();
    Look();
    }

    /// <summary>
    /// Find user input.
    /// </summary>
    private void MyInput() {
    x = Input.GetAxisRaw("Horizontal");
    y = Input.GetAxisRaw("Vertical");
    jumping = Input.GetButton("Jump");
    crouching = Input.GetKey(KeyCode.LeftControl);

    //Crouching
    if (Input.GetKeyDown(KeyCode.LeftControl))
    StartCrouch();
    if (Input.GetKeyUp(KeyCode.LeftControl))
    StopCrouch();
    }

    private void StartCrouch() {
    transform.localScale = crouchScale;
    transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
    if (rb.velocity.magnitude > 0.5f) {
    if (grounded) {
    rb.AddForce(orientation.transform.forward * slideForce);
    }
    }
    }

    private void StopCrouch() {
    transform.localScale = playerScale;
    transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
    }

    private void Movement() {
    //Extra gravity
    rb.AddForce(Vector3.down * Time.deltaTime * 10);

    //Find actual velocity relative to where player is looking
    Vector2 mag = FindVelRelativeToLook();
    float xMag = mag.x, yMag = mag.y;

    //Counteract sliding and sloppy movement
    CounterMovement(x, y, mag);

    //If holding jump && ready to jump, then jump
    if (readyToJump && jumping) Jump();

    //Set max speed
    float maxSpeed = this.maxSpeed;

    //If sliding down a ramp, add force down so player stays grounded and also builds speed
    if (crouching && grounded && readyToJump) {
    rb.AddForce(Vector3.down * Time.deltaTime * 3000);
    return;
    }

    //If speed is larger than maxspeed, cancel out the input so you don't go over max speed
    if (x > 0 && xMag > maxSpeed) x = 0;
    if (x < 0 && xMag < -maxSpeed) x = 0;
    if (y > 0 && yMag > maxSpeed) y = 0;
    if (y < 0 && yMag < -maxSpeed) y = 0;

    //Some multipliers
    float multiplier = 1f, multiplierV = 1f;

    // Movement in air
    if (!grounded) {
    multiplier = 0.5f;
    multiplierV = 0.5f;
    }

    // Movement while sliding
    if (grounded && crouching) multiplierV = 0f;

    //Apply forces to move player
    rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
    rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
    }

    private void Jump() {
    if (grounded && readyToJump) {
    readyToJump = false;

    //Add jump forces
    rb.AddForce(Vector2.up * jumpForce * 1.5f);
    rb.AddForce(normalVector * jumpForce * 0.5f);

    //If jumping while falling, reset y velocity.
    Vector3 vel = rb.velocity;
    if (rb.velocity.y < 0.5f)
    rb.velocity = new Vector3(vel.x, 0, vel.z);
    else if (rb.velocity.y > 0)
    rb.velocity = new Vector3(vel.x, vel.y / 2, vel.z);

    Invoke(nameof(ResetJump), jumpCooldown);
    }
    }

    private void ResetJump() {
    readyToJump = true;
    }

    private float desiredX;
    private void Look() {
    float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
    float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;

    //Find current look rotation
    Vector3 rot = playerCam.transform.localRotation.eulerAngles;
    desiredX = rot.y + mouseX;

    //Rotate, and also make sure we dont over- or under-rotate.
    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation, -90f, 90f);

    //Perform the rotations
    playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
    orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
    }

    private void CounterMovement(float x, float y, Vector2 mag) {
    if (!grounded || jumping) return;

    //Slow down sliding
    if (crouching) {
    rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
    return;
    }

    //Counter movement
    if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0)) {
    rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
    }
    if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0)) {
    rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
    }

    //Limit diagonal running. This will also cause a full stop if sliding fast and un-crouching, so not optimal.
    if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed) {
    float fallspeed = rb.velocity.y;
    Vector3 n = rb.velocity.normalized * maxSpeed;
    rb.velocity = new Vector3(n.x, fallspeed, n.z);
    }
    }

    /// <summary>
    /// Find the velocity relative to where the player is looking
    /// Useful for vectors calculations regarding movement and limiting movement
    /// </summary>
    /// <returns></returns>
    public Vector2 FindVelRelativeToLook() {
    float lookAngle = orientation.transform.eulerAngles.y;
    float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;

    float u = Mathf.DeltaAngle(lookAngle, moveAngle);
    float v = 90 - u;

    float magnitue = rb.velocity.magnitude;
    float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
    float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);

    return new Vector2(xMag, yMag);
    }

    private bool IsFloor(Vector3 v) {
    float angle = Vector3.Angle(Vector3.up, v);
    return angle < maxSlopeAngle;
    }

    private bool cancellingGrounded;

    /// <summary>
    /// Handle ground detection
    /// </summary>
    private void OnCollisionStay(Collision other) {
    //Make sure we are only checking for walkable layers
    int layer = other.gameObject.layer;
    if (whatIsGround != (whatIsGround | (1 << layer))) return;

    //Iterate through every collision in a physics update
    for (int i = 0; i < other.contactCount; i++) {
    Vector3 normal = other.contacts.normal;
    //FLOOR
    if (IsFloor(normal)) {
    grounded = true;
    cancellingGrounded = false;
    normalVector = normal;
    CancelInvoke(nameof(StopGrounded));
    }
    }

    //Invoke ground/wall cancel, since we can't check normals with CollisionExit
    float delay = 3f;
    if (!cancellingGrounded) {
    cancellingGrounded = true;
    Invoke(nameof(StopGrounded), Time.deltaTime * delay);
    }
    }

    private void StopGrounded() {
    grounded = false;
    }

    }