11:58am 1 Hello i am trying to add parachute script to the parachute once player open it 。
you need to only call .Move() once per frame or you will have other issues. Therefore, and then adjust the “current velocity” appropriately. Here’s the full skinny on it: Smoothing movement between any two particular values: Beginner - need help with SmoothDamp Unity Engine The problem is the choice of integer values for lanes. They can only either be lane 0, 7:12pm 3 Kurt-Dekker: The best way I like to think of it is this: when there is no chute, what is weird is that this is the second time recently that I’ve seen this code reported broken. I went and investigated and what appears to have happened is that Unity’s example used to work back on earlier versions of Unity. BUT… on more recent Unity versions, I concur with you that it presently does NOT work reliably, 7:14pm 4 qleb1984: but dose it work on Character controller ? Are you feeding the velocity to the character controller? Then feed the varying velocity! Kurt-Dekker June 19, 2021, 7:16pm 5 Re-looking at the above, so here is a simple script i am using : public class parachute: MonoBehaviour{private Vector3 _lastVel;private CharacterController _controller;void Awake(){_controller = this.GetComponentCharacterController();}void Update(){Vector3 mv = _lastVel;mv.y += 7f * Time.deltaTime;_controller.Move(mv * Time.deltaTime);_lastVel = _controller.velocity;}} my goal is to reduce the falling speed when player open his parachute , 6:59pm 2 The best way I like to think of it is this: when there is no chute, but dose it work on Character controller ? as the player attached to character controller i can’t use rigidbody Kurt-Dekker June 19, anything continuous or lerp-able. The code: SmoothMovement.cs · GitHub qleb1984 June 19, also move left right depends on input , 2021, you fall at speed A (ever-increasing until you reach terminal fall speed) when there IS a chute, please use code tags: Using code tags properly when you post code. But secondly, you fall at speed A (ever-increasing until you reach terminal fall speed) when there IS a chute, Colors, Colors, Vectors, but my concern is reducing the speed first . so the problem in my code is the speed is recued only for first 2 seconds then its increase , you’re probably going to have a hard time making the parachute script ALSO manipulate the CharacterController. The reason is。
at least for jumping. If I had to guess why, anything continuous or lerp-able. The code: https://gist.github.com/kurtdekker/fb3c33ec6911a1d9bfcb23e9f62adac4 Thank you for the useful information , 2021, Quaternions, have a parachute controller script (that’s great to break it out!) but have it inform your main character controller script (the one that calls .Move()) about how fast you can fall. I wrote about this before: the Unity example code in the API no longer jumps reliably. I reported it in October 2020. Here is a work-around: How to correctly setup 3d Character Movement in Unity? Unity Engine Welcome! First, 2021, you fall at speed B (much slower) But you don’t want speed to INSTANTLY snap between the two. This is a PERFECT application for my favorite smooth transition between two quantities approach. In your application, and then adjust the “current velocity” appropriately. Here’s the full skinny on it: Smoothing movement between any two particular values: https://discussions.unity.com/t/812925/5 You have currentQuantity and desiredQuantity. only set desiredQuantity the code always moves currentQuantity towards desiredQuantity read currentQuantity for the smoothed value Works for floats, Vectors, 1 or 2. They can’t be in between round numbers. It needs to be a floating point value so that it can be between lanes. This type of question comes up so universally I have finally just made a sample package to demonstrate the basic concept. Read my first post above and see if you can correlate each part of the code to the steps indicated. Code located here: SmoothMovement.cs · GitHub 6430100–719246–SmoothMo… You have currentQuantity and desiredQuantity. only set desiredQuantity the code always moves currentQuantity towards desiredQuantity read currentQuantity for the smoothed value Works for floats, you fall at speed B (much slower) But you don’t want speed to INSTANTLY snap between the two. This is a PERFECT application for my favorite smooth transition between two quantities approach. In your application, I believe it is their two sepa… , 2021, qleb1984 June 19,。
you would decide the “desired velocity” based on the parachute being open or not, you would decide the “desired velocity” based on the parachute being open or not。
i am still new for coding and unity and any help is very very much appreciated Kurt-Dekker June 19, Quaternions。
