Quantcast
Channel: Answers by "M-G-Production"
Viewing all articles
Browse latest Browse all 52

Answer by M.G. Production

$
0
0
**I formatted your code, and there is nothing here about Jumping :S** var walkSpeed: float = 7; // regular speed var crchSpeed: float = 3; // crouching speed var runSpeed: float = 20; // run speed private var chMotor: CharacterMotor; private var tr: Transform; private var dist: float; // distance to ground function Start() { chMotor = GetComponent(CharacterMotor); tr = transform; var ch:CharacterController = GetComponent(CharacterController); dist = ch.height/2; // calculate distance to ground } function Update() { var vScale = 1.0; var speed = walkSpeed; if (chMotor.grounded && Input.GetKey("left shift") || Input.GetKey("right shift")) {speed = runSpeed;} if (Input.GetKey("c")) { // press C to crouch vScale = 0.5; speed = crchSpeed; // slow down when crouching } chMotor.movement.maxForwardSpeed = speed; // set max speed var ultScale = tr.localScale.y; // crouch/stand up smoothly tr.localScale.y = Mathf.Lerp(tr.localScale.y, vScale, 5*Time.deltaTime); tr.position.y += dist * (tr.localScale.y-ultScale); // fix vertical position } Can you share CharacterMotor with us? **I think the problem is in the Jump function.** Bests, Math

Viewing all articles
Browse latest Browse all 52

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>