I used the Brackeys tutorial to make 3rd person movement code and when I tried adding some code for jumping into it the jump would be weirdly low all the time and slow down the speed of the character when I jump.
Here’s the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 3f;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;
[SerializeField] private Animator animator;
[SerializeField] private float jumpSpeed = 20f;
[SerializeField] private float jumpHeight = 1f;
[SerializeField] private float gravity = 1f;
private Vector3 direction = Vector3.zero;
private float yVelocity;
private bool canDoubleJump;
void Start()
{
}
// Update is called once per frame
void Update()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
Vector3 jumpVelocity = direction * jumpSpeed;
if (controller.isGrounded)
{
canDoubleJump = false;
if (Input.GetKeyDown(KeyCode.Space))
{
yVelocity = jumpHeight;
canDoubleJump = true;
}
}
else
{
yVelocity -= gravity;
if (Input.GetKeyDown(KeyCode.Space))
{
if (canDoubleJump == true)
{
yVelocity += jumpHeight;
canDoubleJump = false;
}
}
}
jumpVelocity.y = yVelocity;
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);
animator.SetBool("Run", true);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * Time.deltaTime);
}
else
{
animator.SetBool("Run", false);
}
controller.Move(jumpVelocity.normalized * Time.deltaTime);
}
}