'Character is jittering after adding falling function
Let me just preface my question by saying I'm quite new to unity and programming as a whole. However I've been experimenting with some movement and after adding my falling function I've run into some trouble. Sometimes if I press play in Unity the character will start jittering quite heavy, every frame it also jumps between isInAir and isGrounded (as well as isInteracting). This causes my player to shake heavily and jitter forward as well.
Sometimes the falling animation will happen but my character falls really slowly, sometimes the animation doesn't work. Does anyone know how I can fix this?
Here is my PlayerLocomotion, the everything falling related is mentioned under HandleFalling.
using System.Collections.Generic;
using UnityEngine;
namespace FS
{
public class PlayerLocomotion : MonoBehaviour
{
PlayerManager playerManager;
Transform cameraObject;
InputHandler inputHandler;
public Vector3 moveDirection;
[HideInInspector]
public Transform myTransform;
[HideInInspector]
public AnimatorHandler animatorHandler;
public new Rigidbody rigidbody;
public GameObject normalCamera;
[Header("Ground & Air Detection Stats")]
[SerializeField]
float groundDetectionRayStartPoint = 0.5f;
[SerializeField]
float minimumDistanceNeededToBeginFall = 1f;
[SerializeField]
float groundDirectionRayDistance = 0.2f;
LayerMask ignoreForGroundCheck;
public float inAirTimer;
[Header("Movement Stats")]
[SerializeField]
float movementSpeed = 5;
[SerializeField]
float sprintSpeed = 7;
[SerializeField]
float rotationSpeed = 10;
[SerializeField]
float fallingSpeed = 45;
void Start()
{
playerManager = GetComponent<PlayerManager>();
rigidbody = GetComponent<Rigidbody>();
inputHandler = GetComponent<InputHandler>();
animatorHandler = GetComponentInChildren<AnimatorHandler>();
cameraObject = Camera.main.transform;
myTransform = transform;
animatorHandler.Initialize();
playerManager.isGrounded = true;
ignoreForGroundCheck = ~(1 << 10);
}
#region Movement
Vector3 normalVector;
Vector3 targetPosition;
private void HandleRotation(float delta)
{
Vector3 targetDir = Vector3.zero;
float moveOverride = inputHandler.moveAmount;
targetDir = cameraObject.forward * inputHandler.vertical;
targetDir += cameraObject.right * inputHandler.horizontal;
targetDir.Normalize();
targetDir.y = 0;
if (targetDir == Vector3.zero) targetDir = myTransform.forward;
float rs = rotationSpeed;
Quaternion tr = Quaternion.LookRotation(targetDir);
Quaternion targetRotation =
Quaternion.Slerp(myTransform.rotation, tr, rs * delta);
myTransform.rotation = targetRotation;
}
public void HandleMovement(float delta)
{
if (inputHandler.rollFlag) return;
if (playerManager.isInteracting) return;
moveDirection = cameraObject.forward * inputHandler.vertical;
moveDirection += cameraObject.right * inputHandler.horizontal;
moveDirection.Normalize();
moveDirection.y = 0;
float speed = movementSpeed;
if (inputHandler.sprintFlag)
{
speed = sprintSpeed;
playerManager.isSprinting = true;
moveDirection *= speed;
}
else
{
moveDirection *= speed;
}
Vector3 projectedVelocity =
Vector3.ProjectOnPlane(moveDirection, normalVector);
rigidbody.velocity = projectedVelocity;
animatorHandler
.UpdateAnimatorValues(inputHandler.moveAmount,
0,
playerManager.isSprinting);
if (animatorHandler.canRotate)
{
HandleRotation (delta);
}
}
public void HandleRollingAndSprinting(float delta)
{
if (animatorHandler.anim.GetBool("isInteracting")) return;
if (inputHandler.rollFlag)
{
moveDirection = cameraObject.forward * inputHandler.vertical;
moveDirection += cameraObject.right * inputHandler.horizontal;
if (inputHandler.moveAmount > 0)
{
animatorHandler.PlayTargetAnimation("Rolling", true);
moveDirection.y = 0;
Quaternion rollRotation =
Quaternion.LookRotation(moveDirection);
myTransform.rotation = rollRotation;
}
else
{
animatorHandler.PlayTargetAnimation("Backstep", true);
}
}
}
public void HandleFalling(float delta, Vector3 moveDirection)
{
playerManager.isGrounded = false;
RaycastHit hit;
Vector3 origin = myTransform.position;
origin.y += groundDetectionRayStartPoint;
if (Physics.Raycast(origin, myTransform.forward, out hit, 0.4f))
{
moveDirection = Vector3.zero;
}
if (playerManager.isInAir)
{
rigidbody.AddForce(-Vector3.up * fallingSpeed);
rigidbody.AddForce(moveDirection * fallingSpeed / 5f);
}
Vector3 dir = -moveDirection;
dir.Normalize();
origin = origin + dir * groundDirectionRayDistance;
targetPosition = myTransform.position;
Debug
.DrawRay(origin,
-Vector3.up * minimumDistanceNeededToBeginFall,
Color.red,
0.1f,
false);
if (Physics.Raycast(origin, -Vector3.up, out hit, minimumDistanceNeededToBeginFall, ignoreForGroundCheck))
{
normalVector = hit.normal;
Vector3 tp = hit.point;
playerManager.isGrounded = true;
targetPosition.y = tp.y;
if (playerManager.isInAir)
{
if (inAirTimer > 0.5f)
{
Debug.Log("You were in the air for " + inAirTimer);
animatorHandler.PlayTargetAnimation("Land", true);
inAirTimer = 0;
}
else
{
animatorHandler
.PlayTargetAnimation("Empty", false);
inAirTimer = 0;
}
playerManager.isInAir = false;
}
else
{
if (playerManager.isGrounded)
{
playerManager.isGrounded = false;
}
if (playerManager.isInAir == false)
{
if (playerManager.isInteracting == false)
{
animatorHandler
.PlayTargetAnimation("Falling", true);
}
Vector3 vel = rigidbody.velocity;
vel.Normalize();
rigidbody.velocity = vel * (movementSpeed / 2);
playerManager.isInAir = true;
}
}
if (playerManager.isInteracting || inputHandler.moveAmount > 0)
{
myTransform.position = Vector3.Lerp(myTransform.position, targetPosition, Time.deltaTime / 0.1f);
}
else
{
myTransform.position = targetPosition;
}
}
}
#endregion
}
}
Sources
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Source: Stack Overflow
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