A side effect is that jump may be applied multiple FixedUpdates in a row while the ray is still hitting. If the raycast is too long, the character will be grounded even if it is not actually touching the ground. There is a problem with this right away though. To put it simply, we start at the base of the capsule and do a raycast downward and see if it hits something. We need to make sure the character is on the ground or else holding the jump input button will make the character fly into the sky! This will also take the slope into consideration so that the character can't jump if sliding down a too-steep slope. If we don't do this check, jumping won't work right. The character will be made up of the following components:Ī physical body made up of a Capsule Collider and RigidbodyĪ SimpleCharacterController script that takes and responds to inputĪn InputController script or a SimpleCharacterAgent script if you’re using ML-AgentsĬreate a new C# script called SimpleCharacterController.cs and open it.ĭelete the Start() and Update() functions so that you have a clean, empty class.ĬheckGrounded() will check whether the character is on the ground and update the IsGrounded variable. IsGrounded functionality (prevents jumping while airborne, plus is useful for other stuff) Slope limit (prevents jumping up steep slopes) The functionality we’ll make for this character includes: We will not use the built in Unity CharacterController primarily because we want a character that works with Rigidbody physics. In this tutorial you’ll learn how to create a very simple character controller for Unity that also works with ML-Agents.
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