Why is my character jumping so weirdly?

Hello folks. Sorry if this is the wrong place but I’m super new, and I’m having trouble with my character movement script… Whenever I jump, my character jerks upward as if instantly put at that position, instead of naturally moving. Plus, if I am moving forward while jumping, my character shoots forward as well. It makes jumping a rather jarring situation. Help please? Here is my code:

using UnityEngine;
using System.Collections;

public class Moveretry : MonoBehaviour 

	public float rotationSpeed = 5.0f; 
	public float forwardSpeed = 10.0f;
	public float runSpeed;
	public float jumpSpeed = 10.0f;
	public float gravity = 20.0f;
	private CharacterController charactercontroller;
	private float bForward;

	void Start () 
		charactercontroller = GetComponent<CharacterController> (); 
		bForward = forwardSpeed;

	void Update () 

		transform.Rotate (0, (Input.GetAxisRaw ("Horizontal") *Time.deltaTime ) * rotationSpeed, 0); 
		Vector3 forward = transform.TransformDirection(Vector3.forward);
		float speed = forwardSpeed * Input.GetAxis ("Vertical"); 
		charactercontroller.SimpleMove (speed * forward); 

		if (Input.GetKey ("left shift") && Input.GetKey ("w") && charactercontroller.isGrounded)
			forwardSpeed = runSpeed;
			forwardSpeed = bForward;

		if(Input.GetKeyDown ("space") && charactercontroller.isGrounded) 
			charactercontroller.Move(new Vector3 (0, jumpSpeed, 0));


I apologize for how noobish it is. I’m still learning. Any advice would be appreciated!

I haven’t used CharacterController by myself, but have you read its documentation? It seems you should not call Move / SimpleMove multiple times per frame and SimpleMove already applies gravity. There are also examples in both functions.

And I bet there are tons of tutorials covering CharacterController.

For your concrete Problem, my best guess is, that you have to scale the up-Vector passed to characterController.Move by the deltaTime as used in the example docs.

charactercontroller.Move(new Vector3 (0, jumpSpeed * Time.deltaTime, 0));

But there may be more problems with your approach… (e.g. multiple calls to SimpleMove and additionally applying Gravity although SimpleMove is said to already handle gravity…)

Thank you. I got rid of the call to gravity. Unfortunately, when I scale the jumpspeed by Time.deltatime, my character still snaps up into place instead of smoothly moving up. :\

I recently came up against this very issue, and the solution is to use a coroutine to create a smooth set of sequential upwards motions.

Code (CSharp):

void FixedUpdate() {
        float yVal = 0;
        if (jumping)
            yVal = jumpSpeed;
        moveDirection = 
new Vector3(Input.GetAxis("Horizontal"), yVal, Input.GetAxis("Vertical"));
            moveDirection = transform.TransformDirection(moveDirection);

Then in doJump() you can say jumping is true and start the coroutine which will keep jumping true for several frames.

Code (CSharp):

private void doJump() {
    if (!jumping) {
        jumping = true;

IEnumerator jumpUpForceOverTime() {
    for(int i = 0; i < 10; i++) {
        yield return new WaitForFixedUpdate();
    jumping = false;
    yield return null;

I found 10 iterations to provide a smooth jump feel, but you could increase it for a longer jump, over more frames.

This is my character jumping and I am using a Character controller, no rigid body.
link: https://zippy.gfycat.com/LegalImpartialEidolonhelvum.webm