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it seems there is a error with the movement code where the player moves at different speeds than usual, I have zero idea why and im sorry if it effects you
(here is the code if you want to help figure the problem out)
//movement
float hv = Input.GetAxis("Horizontal") * Time.deltaTime * movementSpeed;
float yv = Input.GetAxis("Vertical") * Time.deltaTime * movementSpeed;
if (new Vector2(hv, yv).magnitude > 0.6)
{
rb.velocity = Vector3.up * rb.velocity.y + hv * transform.right + yv * transform.forward;
}
if(Input.GetButton("Jump"))
if (Physics.Raycast(new Ray(transform.position, Vector3.down), out RaycastHit hit, 1f))
rb.velocity = new Vector3(rb.velocity.x, jumpHeight, rb.velocity.z);
Just realized that with setting the velocity of a rigid body you don’t multiply by time . DeltaTime because the rigid body already is doing it for you
If you think a level is impossible, I have beat them so they are possible
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it seems there is a error with the movement code where the player moves at different speeds than usual, I have zero idea why and im sorry if it effects you
(here is the code if you want to help figure the problem out)
//movement
float hv = Input.GetAxis("Horizontal") * Time.deltaTime * movementSpeed;
float yv = Input.GetAxis("Vertical") * Time.deltaTime * movementSpeed;
if (new Vector2(hv, yv).magnitude > 0.6)
{
rb.velocity = Vector3.up * rb.velocity.y + hv * transform.right + yv * transform.forward;
}
if(Input.GetButton("Jump"))
{
if (Physics.Raycast(new Ray(transform.position, Vector3.down), out RaycastHit hit, 1f))
{
rb.velocity = new Vector3(rb.velocity.x, jumpHeight, rb.velocity.z);
}
}
Just realized that with setting the velocity of a rigid body you don’t multiply by time . DeltaTime because the rigid body already is doing it for you
If you think a level is impossible, I have beat them so they are possible