I am using a modified version of RigidbodyFPSPlayer
[LINK][1]
[1]: http://wiki.unity3d.com/index.php/RigidbodyFPSWalker
Here are two statements I am having a lot of conflict in:
In this one when player collides with a platform and a variable turns to 1 and the following condition which is defined in FixedUpdate is called (JUMP CONDITION)
if (jumpForm == 1) {
Debug.Log ("Jump form 1");
rigidbody.velocity = new Vector3 (velocity.x, jumpVar, velocity.z);
}
Following after that is a statement which provides gravity to my rigidbody since in the beginning the usegravity is turned to false
rigidbody.AddForce (new Vector3 (0, -gravity * rigidbody.mass, 0));
Here the gravity is set to 10.0f.
Now whenever the value of jumpVar is smaller than 10 there is a jump which is pretty reasonable and goes high from 1-9 as soon as I turn it to 10 which is also the gravity the rigidbody jumps up high very high.
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And also when I use both gravity and jump as AddForce the result is same and once before with a bit different code, when the value of jump was less than 1000 it didnt do anything and at later about 1500 it jumps to high high above.
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