Hey so I cannot find a way to make my character stop jumping in mid-air infinitely without rigidbody and I need help to make him jump only once when off the ground. Here is my script.
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6;
public float gravity = -9.81f;
public float jumpHeight = 3;
Vector3 velocity;
public bool isGrounded = true;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
float turnSmoothVelocity;
public float turnSmoothTime = 0.1f;
// Update is called once per frame
void Update()
{
//jump
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded == false && velocity.y < 0)
{
velocity.y = -10;
}
if (Input.GetButtonDown(“Jump”) && isGrounded == true)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
isGrounded = false;
}
//gravity
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
//walk
float horizontal = Input.GetAxisRaw(“Horizontal”);
float vertical = Input.GetAxisRaw(“Vertical”);
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == “Ground”)
{
isGrounded = true;
}
}
}
