Rigidbody "jump" next to Collider causes friction

I have my isometric camera set up and diagonals working on my gamepad for player movement. Jump works fine, mostly. However, when I get near a block with a collider on it, and try to jump, the rigidbody appears to get “stuck” and jumps, but not with the velocity of when it is not neat the collider, so it does a little half jump. I’ve read that this is a common problem, but how do I fix it?

function MoveChar(){
if ((Mathf.Abs(Input.GetAxis("Horizontal"))>0.02) || (Mathf.Abs(Input.GetAxis("Vertical")) > 0.02))
	{
		Debug.Log(Input.GetAxis("Horizontal") + ", " + Input.GetAxis("Vertical"));
		if 		(Input.GetAxis("Horizontal") > 0  Input.GetAxis("Vertical") > 0) transform.eulerAngles.y = 270;
		else if (Input.GetAxis("Horizontal") < 0  Input.GetAxis("Vertical") < 0) transform.eulerAngles.y = 90;
		else if (Input.GetAxis("Horizontal") > 0  Input.GetAxis("Vertical") < 0) transform.eulerAngles.y = 0;
		else if (Input.GetAxis("Horizontal") < 0  Input.GetAxis("Vertical") > 0) transform.eulerAngles.y = 180;
		transform.Translate(Vector3.forward  * Time.deltaTime * 3.5);

	}
}

function JumpHero () {
	if (Input.GetButton("Jump")  grounded) {
	grounded = false;
		//rigidbody.AddForce(new Vector3(0,700,0), ForceMode.Impulse);
		rigidbody.velocity.y = 200 *Time.deltaTime;
		
		
		
	}
}

Have you tried:

  1. Create a new physics material
  2. Set static and dynamic friction values to 0
  3. Set friction combine mode to minimum
  4. Assign the new physics material to your collider

If you still need some friction in some places (eg. the bottom of the object) then create separate colliders with different physics materials on them.

I’ve decided to use a character controller instead, but thanks :slight_smile: