I have a first person character who i am trying to make jump. I am useing a rigidbody which is set to enable gravity and is kinematic. This is my code.
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(Rigidbody))]
public class playerMove : MonoBehaviour {
public float speed = 60.0F;
public float sideSpeed = 40.0F;
public float jumpForce = 80.0F;
public float sensitivity = 30.0F;
public float gravity = 20.0F;
void Update() {
Rigidbody rb = GetComponent<Rigidbody> ();
CharacterController controller = GetComponent<CharacterController> ();
Vector3 forward = transform.TransformDirection (Vector3.forward);
Vector3 sideways = transform.TransformDirection (Vector3.right);
Vector3 up = transform.TransformDirection (Vector3.up);
float curSpeed = speed * Input.GetAxis ("Vertical") * Time.deltaTime;
float curSideSpeed = sideSpeed * Input.GetAxis ("Horizontal") * Time.deltaTime;
float rotation = Input.GetAxis ("Mouse X") * sensitivity * Time.deltaTime;
controller.SimpleMove = (forward * curSpeed);
controller.SimpleMove = (sideways * curSideSpeed);
transform.Rotate (0, rotation, 0);
if (Input.GetKeyDown(KeyCode.Space) && controller.isGrounded) {
rb.AddForce(up * jumpForce);
Debug.Log ("Adding Force");
}
}
}
any idea why this might be?