I have followed your serie to make this robot and so far so good... well almost. the gravity for me is really wierd. before this video my robot didnt have any gravit to him. now he does and falls to the ground. but the jump is really buggy. i noticed that you had a video you refered to in in your 3rd video but i cant find that video when you add physics to the game. thank you so far :)
I update jump to easy make double/triple jump. NOTE.: in my script i split “gravity” in 2 variables, then when player jumps is go up, i set one value… and when player is falling a set a different value… this make player falling faster. [SerializeField, Tooltip("The max number of jumps player can do.")] private int maxJumps = 2; private int jumpsLeft; // ------------------------------------------------------------- void Awake() { input = GetComponent(); controller = GetComponent(); animator = GetComponentInChildren(); // PLAYER ABILITIES. jumpsLeft = maxJumps; // you can put this on "void Start()" if prefer. } // ------------------------------------------------------------- void JumpAndGravity() { isGrounded = Physics.CheckSphere(groundCheck.position, 0.2f, groundLayer); // ground check. if(isGrounded && velocity.y
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Thank you! 😊🥳
No problem 😊
I have followed your serie to make this robot and so far so good... well almost. the gravity for me is really wierd. before this video my robot didnt have any gravit to him. now he does and falls to the ground. but the jump is really buggy. i noticed that you had a video you refered to in in your 3rd video but i cant find that video when you add physics to the game. thank you so far :)
Hello, I want to make Joystic pack it that fps doesn't mean the character appears but I can't help me I'm A Kurd
I update jump to easy make double/triple jump. NOTE.: in my script i split “gravity” in 2 variables, then when player jumps is go up, i set one value… and when player is falling a set a different value… this make player falling faster.
[SerializeField, Tooltip("The max number of jumps player can do.")]
private int maxJumps = 2;
private int jumpsLeft;
// -------------------------------------------------------------
void Awake()
{
input = GetComponent();
controller = GetComponent();
animator = GetComponentInChildren();
// PLAYER ABILITIES.
jumpsLeft = maxJumps; // you can put this on "void Start()" if prefer.
}
// -------------------------------------------------------------
void JumpAndGravity()
{
isGrounded = Physics.CheckSphere(groundCheck.position, 0.2f, groundLayer); // ground check.
if(isGrounded && velocity.y
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