• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by luigiman43 · May 23 at 01:51 PM · movementcharactercontrollergravitygrappling gun

Character too floaty after jumping and grappling.,Grapple too floaty

Whether Im using my grappling hook or jumping, My character flies off way too easily and I wanted to increase the gravity somewhat so could someone provide a sample? Heres the code im using 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[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;
     }
     
 }
 

,Character flies way too much after grappling and dont know what controls it. Could someone help?

 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[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;
     }
     
 }
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

211 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Sphere + rigidbody + character controller 1 Answer

Adding gravity to character and grounded checks are not working? 0 Answers

Character Controller / Charactor Motor has no inputs? 1 Answer

Round Planets and Movement on them 2 Answers

Movement with character controller on different walls 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges