// From the jump height and gravity we deduce the upwards speed 54 // for the character to reach at the apex. 55 returnMathf.Sqrt(2 * jumpHeight * gravity); 56 }
Character Controller does not automatically add gravity, so you'll need to implement that yourself. The simplest way to do this is usually to keep gravity at 0 (or a small number) if the character is grounded, and then if he's not grounded, gradually increase the gravity strength (up to...
2、爬楼梯CharacterController.stepOffset属性使得角色具备了爬楼梯的能力,它是一个以米为单位的角色控制器的台阶偏移量,表示角色在垂直方向上台阶的高度。 试想我们假设使用Transform方式实现这样的效果,恐怕我们须要费一番周折了,好在CharacterController能够帮助我们轻松地实现这样的功能,让玩家在游戏世界里更为自由和充满...
2、爬楼梯CharacterController.stepOffset属性使得角色具备了爬楼梯的能力,它是一个以米为单位的角色控制器的台阶偏移量,表示角色在垂直方向上台阶的高度。 试想我们假设使用Transform方式实现这样的效果,恐怕我们须要费一番周折了,好在CharacterController能够帮助我们轻松地实现这样的功能,让玩家在游戏世界里更为自由和充满...
// The gravity for the character publicfloatgravity=10.0f; publicfloatmaxFallSpeed=20.0f; // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organization!
moveDirection.y -= gravity * Time.deltaTime; // Move the controller //移动控制器。 controller.Move(moveDirection * Time.deltaTime); } 上面的一段代码是圣典中的一段角色控制代码。也是我项目最原始的人物控制代码版本号。 可是考虑到输入设备的不同。我们就要考虑到代码的重用性,比方Android移动平台和PC...
〇Gravity(重力):默认设置:38 Ellen向地面加速的速度。这也会影响跳跃高度。 〇Jump Speed(跳跃速度):默认设置:16.5 Ellen起跳速度。这将影响跳跃高度。 〇Jump Abort Speed Reduction(跳跃中止减速):默认设置:100当跳跃按钮被释放时,跳跃值被降低的速度。这将影响跳跃高度。
Controller Features • Kinematic Character Controller • First & Third Person Camera Controller • Seamlessly Switch Perspectives • Dynamic Gravity System • Character Model Switch • Advanced Moving Platform System • Extensible Ability System • Procedural ...
downwardForce += gravity * Time.deltaTime; } }//Applying gravity to the controllermoveDirection.y -= downwardForce * Time.deltaTime;//Making the character movecontroller.Move(moveDirection * Time.deltaTime); }voidOnTriggerEnter(Collider collider){if(collider.tag =="smallTrampoline") ...
public class ExampleScript :MonoBehaviour{ public float speed = 6.0f; public float jumpSpeed = 8.0f; public float gravity = 20.0f; privateVector3moveDirection =Vector3.zero; privateCharacterControllercontroller; void Start() { controller = GetComponent<CharacterController>(); ...