i have a rigidbody with a box collider as my player. I dont want to use the character controller, but imitate its capabilities. I can make my player jump by several methods. Adding to
rigidbody.velocity.y = 10;
or
rigidbody.AddForce(Vector3.up * jumpSpeed);
but they happen to jump like its on the moon or something. i want quick fast jumps and lands but only for this gameObject. AND my scale is at default (1, 1, 1)
Increase mass/gravity, reduce drag, or simply use the same method as the character controller… changing your Y position directly.
Tweak your physics settings until you find something suitable…
ive been tweeking and playing with physics for days. im so frustrated. Drag is always 0.05, it cant go lower than 0 anyway.
changing the y position might be an easier solution at the moment but i feel like it will give me troubles in the future
What if the user keeps smashing the jump key… the player will keep boosting upwards. You should make it so the jump will only activate if the player is on the ground (unless you are trying to achieve a multi jump thing)
Not sure if your gravity apply test is correct. It looks like it will stop applying gravity once the player stops moving upwards. You want it to end up in negative (down) velocity so the player falls.