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December 16, 2019 02:42
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| using UnityEngine; | |
| public class JumpingCharacterControllerExample : MonoBehaviour | |
| { | |
| [SerializeField] private float jumpHeight; | |
| [SerializeField] private float timeToReachJumpApex; | |
| private Vector3 _velocity; | |
| private Vector3 _oldVelocity; | |
| private float _maxHeightReached = Mathf.NegativeInfinity; | |
| private float _startHeight = Mathf.NegativeInfinity; | |
| private bool _reachedApex = true; | |
| private float Gravity => -2 * jumpHeight / (timeToReachJumpApex * timeToReachJumpApex); | |
| private float JumpForce => 2 * jumpHeight / timeToReachJumpApex; | |
| private CharacterController _characterController; | |
| private bool _isGrounded = false; | |
| private float _jumpTimer = 0; | |
| private void Start() | |
| { | |
| _characterController = GetComponent<CharacterController>(); | |
| } | |
| private void Jump() | |
| { | |
| _jumpTimer = 0; | |
| _maxHeightReached = Mathf.NegativeInfinity; | |
| _velocity.y = JumpForce; | |
| _startHeight = transform.position.y; | |
| _reachedApex = false; | |
| } | |
| private void Update() | |
| { | |
| if (_isGrounded && Input.GetButtonDown("Jump")) | |
| { | |
| Jump(); | |
| } | |
| if (!_isGrounded && !_reachedApex) | |
| { | |
| _jumpTimer += Time.fixedDeltaTime; | |
| } | |
| if (!_reachedApex && _maxHeightReached > transform.position.y) | |
| { | |
| float delta = _maxHeightReached - _startHeight; | |
| float error = jumpHeight - delta; | |
| Debug.Log($"jump result: start:{_startHeight:F4}, end:{_maxHeightReached:F4}, delta:{delta:F4}, error:{error:F4}, time:{_jumpTimer:F4}, gravity:{Gravity:F4}, jumpForce:{JumpForce:F4}"); | |
| _reachedApex = true; | |
| } | |
| _maxHeightReached = Mathf.Max(transform.position.y, _maxHeightReached); | |
| _oldVelocity = _velocity; | |
| _velocity.y += Gravity * Time.fixedDeltaTime; | |
| Vector3 deltaPosition = (_oldVelocity + _velocity) * 0.5f * Time.fixedDeltaTime; | |
| CollisionFlags collisionFlags = _characterController.Move(deltaPosition); | |
| _isGrounded = collisionFlags == CollisionFlags.Below; | |
| if (_isGrounded) | |
| { | |
| _velocity.y = 0; | |
| } | |
| } | |
| } |
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Thanks for the comment on SebastianLague video!
I think using fixedDeltaTime in Update makes thing framerate dependent. Probably all this logic should be in FixedUpdate?
Fun fact: Time.deltaTime used in FixedUpdate automatically return Time.fixedDeltaTime. Probably they did that because people were typing things out of habit and introducing hard to debug physics bugs.