Hi guys,
I made my player character into a ragdoll with the rag doll wizard, and the character also has a Character Controller component. When I try to test my game, the character can turn just fine using the keyboard or mouse. However, jumping (space) and moving forwards or backwards results in a strange behavior: the character’s transform.y increases dramatically as long as a movement key is pressed, with the problem happening less noticeably when jumping. Once the player stops pressing the relevant key or moving their gamepad’s left stick, the character floats downwards at a really slow, barely-notcable rate. This only started when I added a ragdoll component to my character, and here is my player movement script:
` var speed = 3.0; var rotateSpeed = 3.0; var jumpSpeed: float = 1.0; var gravity: float = 10.0; // gravity acceleration private var vSpeed: float = 0; // store vertical speed in a separate variable private var controller : CharacterController; private var locked = false; private var attacker : GameObject; function Update () { controller = GetComponent(CharacterController); // Rotate around y - axis transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0); if (!locked) { // Move forward / backward // Move forward / backward var curSpeed = speed * Input.GetAxis ("Vertical"); var moveDir = transform.forward * curSpeed; // Jump code if (controller.isGrounded) { // if character is grounded... vSpeed = 0; // its vert speed is zero if (Input.GetButtonDown("Jump")) { // but if jump pressed, set it to jumpSpeed vSpeed = jumpSpeed; } } // apply gravity acceleration vSpeed -= gravity * Time.deltaTime; moveDir.y = vSpeed; // include vSpeed in moveDir // moveDir * Time.deltaTime is the displacement since last frame controller.Move(moveDir * Time.deltaTime); } else { controller.Transform = attacker.transform; } // Animate character if (Input.GetAxis("Vertical") > 0.1 || Input.GetAxis("Horizontal") > 0.1 || Input.GetAxis("Vertical") < -0.1 || Input.GetAxis("Horizontal") < -0.1) animation.CrossFade("run"); else { animation.CrossFade("idle"); } } function LockedInJaws (stuckPos : Vector3, sender : GameObject) { locked = true; // animation.CrossFade("buttstomp", 0.2); /* var playerController : ThirdPersonController = GetComponent(ThirdPersonController); while(!playerController.IsGrounded()) { yield; } */ transform.Translate(stuckPos, Space.Self); attacker = sender; Debug.Log("Player slammed, make the player move with the dog's head"); // animation.Blend("buttstomp", 0, 0); } @script RequireComponent(CharacterController) `
Why would my ragdoll component cause such behavior?
MachCUBED