Wednesday, 15 January 2014

c# - Make ball Jumping -


I am trying to create a script where I can move a ball, horizontally, and vertical. I have been able to do this work.

But now I want to "jump" my ball I ended up with the script, but now my ball just started like a rocket xD

Does anyone help me

  using UnityEngine; Using System.Collections; Public Category PlayerController: MonobeHawk {Speed ​​of public float; JumpSpeed ​​public float; Public GUIText countText; Public GUIText winning text; Private count; Zero starting () {count = 0; SetCountText (); WinText.text = ""; } Fixed upload (zero) () {float move horizontal = input Getexis ("horizontal"); Float moveVertical = Input.GetAxis ("workspace"); Vector 3 movement = new vector 3 (Hillhurst, 0, running); Vector 3 jump = new vector 3 (0, jump speed, 0); GetComponent & lt; Rigidbody & gt; (). AddForce (Movement * Speed ​​* Time.deltaTime); If (Input.GetButtonDown ("Jump")); GetComponent & lt; Rigidbody & gt; (). AddForce (jump * jumpSpeed ​​* Time.deltaTime); } Zero OnTriggerEnter (collider other) {if (other.gameObject.tag == "pickup") {other.gameObject.SetActive (wrong); Calculation = count 1; SetCountText (); }} Zero setCountText () {countText.text = "count:" + count.ToString (); If (calculation> = 10) {winText.text = "you won!"; Jumping with a constant force on one object does not work.}}}}  

< P> Once you have to press the jump button first, you must apply a single impulse to the object. This impulse will not include a time factor as it only applies once, you will get something like this:

  bool jumping; If (input. Gatebuttondown ("jump") & amp;;! This.jumping); {GetComponent & lt; Rigidbody & gt; (). AddForce (jumpForce * new vector 3 (0,1,0)); This.jumping = true; }  

Also keep in mind that in your example, you are multiplying the upper unit vector by jumpspeed on both sides, once in the jump vector in the initialization and then once < Code> AddForce in the method

Of course, you also need to make sure that the gravitational pull applies to the object back down (and if the object hits the ground, then reset the jump boole.

Normal As a matter of fact, what type of game are you making, it is easy to set the velocity of the object only and not to move a few simple steps to work with a simple physics engine.


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