I have a basic 2D-oriented Character Controller - custom, that I'm writing for a 2.5D game with 3D models (Therefore I can't use the Unity2D physics and collision volumes).
My controller mostly works, however I'm hitting a strange little issue where every so often - apparently at a certain speed - it skips the collision check and falls through the floor or platform. Can someone spot what I'm doing wrong?
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour
{
public float PlayerSpeed;
public float JumpPower;
public float _Gravity = 9.89f;
public Vector3 Flip = Vector3.zero;
private Vector3 MoveDirection = Vector3.zero;
private bool FacingLeft = false;
private bool FacingRear = false;
public bool GroundContact = false;
private Rigidbody RigidBody;
private void Awake()
{
RigidBody = GetComponent<Rigidbody>();
}
private void Update()
{
DetectionRays();
MoveDirection.x = PlayerSpeed * Input.GetAxis("Horizontal");
if (GroundContact) {
MoveDirection.y = 0;
if (Input.GetButtonDown("Jump")) {
MoveDirection.y = JumpPower;
}
} else {
MoveDirection.y -= _Gravity * Time.deltaTime;
}
Vector3 movementVector = new Vector3(MoveDirection.x * Time.deltaTime, MoveDirection.y * Time.deltaTime, 0);
transform.Translate(movementVector);
}
private void DetectionRays()
{
DetectDown();
}
private void OnCollisionEnter(Collision Collide)
{
if (Collide.transform.tag == "Ground")
{
GroundContact = true;
}
}
private void DetectDown()
{
RaycastHit Obsticle;
Vector3 RayDownPosit = transform.position;
RayDownPosit.y += 0.8f;
Ray RayDown = new Ray(transform.position, Vector3.down);
Debug.DrawRay(RayDownPosit, Vector3.down, Color.red, 0.05f, false);
GroundContact = false;
if (Physics.Raycast(RayDown, out Obsticle, 0.05f))
{
if (Obsticle.transform.tag == "Ground")
{
GroundContact = true;
}
}
}
}
First, you can attach Box Collider 2D and Rigidbody 2D to 3D models. Try it.
Are you sure you need a custom character controller? CharacterController.Move
(or SimpleMove
) does collision detection for you.
http://docs.unity3d.com/ScriptReference/CharacterController.Move.html
Alternatively, since you are using Rigidbodies, you should consider using ApplyForce
or adding velocity.
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