i used a script i found online. there was a video attached and it worked just fine. however, when i try i just float away whenever i jump. any help is awesome. w// Some stupid rigidbody based movement by Dani using System; using UnityEngine; public class PlayerMovement : MonoBehaviour { //Assingables public Transform playerCam; public Transform orientation; //Other private Rigidbody rb; //Rotation and look private float xRotation; private float sensitivity = 50f; 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 = false; } private void FixedUpdate() { Movement(); } private void Update() { MyInput(); Look(); } /// <summary> /// Find user input. Should put this in its own class but im lazy /// </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; } }
Posting a wall of unformatted painful to read code you found somewhere else is a quick way to ensure no one uses their free time to try finding your problem. Look at how everyone else posts code in the forum, or the sticky thread here explaining it (at the top of the Scripting forum).
I'm guessing you've just assigned the script without setting up either rigidbody or physics settings?