First off: i made a monster thing for a character in blender for a game with a few animations including animations for walking, idle, jumping and landing. i set up an animator controller so an animation is always playing. long story short i found out that when the animations are playing the gravity does not effect it, it will only push my character down if i deactivate the animator controller. so if you could solve that it will solve the next part of the question. (i went back into blender and made sure that the location of the bones in the animation were not locked but my character still is not effected by gravity)
My solution: i tried to right a script so when my character was not on the ground, he would move down at a rate of 9.81
My script:
using UnityEngine;
using System.Collections;
public class demon_control : MonoBehaviour {
CharacterController controller = GetComponent();
void FixedUpdate () {
if (!controller.isGrounded){
transform.Translate (-Vector3.up * 9.81f * Time.deltaTime);
}
}
}
(sorry either my computers being stupid or i’m just stupid and don’t know how to format it)
any way that worked just fine but it passed straight through the plane i had for the ground. yes the plane had a collider i’m not that dumb and the monster had a character controller and i was thinking of using a script that said when my character hit the plane it would be grounded but i forgot how to do that. please help me!