So when I go to crouch, for some reason it's pushing my player forward a little bit. How do I stop that from happening based on my below code? Code (CSharp): using System; using UnityEngine; public class PlayerMoving : 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; public float jumpCooldown = 1.0f; public float jumpForce = 100.0f; // 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.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z); // transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.localScale = crouchScale; if (rb.velocity.magnitude > 0.5f) { if (grounded) { rb.AddForce(orientation.transform.forward * slideForce); } } } private void StopCrouch() { // transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z); // transform.localScale = playerScale; Vector3 orgPos = transform.position; transform.localScale = playerScale; orgPos.x = transform.position.x; orgPos.y = transform.position.y + 0.5f; transform.position = orgPos; } 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 & 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 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[I].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; } } Any help is above & beyond appreciated! Thank you!
If you use the Transform do anything to a GameObject with a Rigidbody, you are effectively bypassing the physics system. This will cause things to creep, glitch, jerk, etc. because you are startling the physics system and it has to suddenly recover. I see you doing this on at least Lines 86 and 103 above (setting the .position directly). For moving you must always use .MovePosition() and .MoveRotation() methods on the Rigidbody instance. This gives the physics solver a chance to sort things out reasonably, if at all possible. As far as changing Scale, I'm not sure there is an equivalent for Rigidbody use. You might have better stability if you use TWO colliders, one for bottom that you never turn off, one for the top half that you turn off. I also see you adding forces AND setting velocities. That might be causing issues too, but at least the setting position directly will certainly be causing issues.