Right now I'm trying to create a gliding jump, wherein if a player holds the control button during a jump the character will fall slower. Here is the code, which at the moment is crashing Unity consistently.
var Health = 0;
var walkSpeed : float = 20.0;
var gravity = 20.0;
private var moveDirection : Vector3 = Vector3.zero;
private var charController : CharacterController;
var jumpSpeed = 2;
function Start()
{
charController = GetComponent(CharacterController);
animation.wrapMode = WrapMode.Loop;
}
function Update ()
{
if(charController.isGrounded == true)
{
if(Input.GetAxis("Vertical") > .1)
{
//if(Input.GetButton("Run"))
//{
//animation.CrossFade("run");
// walkSpeed = 20;
// }
// else
//{
//animation["walk"].speed = 1;
//animation.CrossFade("walk");
//walkSpeed = 20;
//}
}
else if(Input.GetAxis("Vertical") < -.1)
{
//animation["walk"].speed = -1;
//animation.CrossFade("walk");
// walkSpeed = 20;
}
else
{
//animation.CrossFade("idle");
}
// Create an animation cycle for when the character is turning on the spot
if(Input.GetAxis("Horizontal") && !Input.GetAxis("Vertical"))
{
//animation.CrossFade("walk");
}
transform.eulerAngles.y += Input.GetAxis("Horizontal");
// Calculate the movement direction (forward motion)
moveDirection = Vector3(0,0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
} //End Jump
}
moveDirection.y -= gravity * Time.deltaTime;
charController.Move(moveDirection * (Time.deltaTime * walkSpeed));
if (Input.GetButton ("Glide") && charController.isGrounded != true) {
Debug.Log("Glide button Hit");
rigidbody.AddForce (moveDirection.y * 10);
}//End Glide
}