charactor controller角色做平衡木的问题,和小球走平衡木不一样,charctor controller是不可以对地面产生压力的,无论角色是否加了刚体,charactor controller都只具有自由下落,而不具有对地面压力。如果换成box collider等碰撞检测,上下楼梯角色运动的时候很容易倒下。针对这个问题,做出了以下解决方案:
var speed = 10.0;
var gravity = 10.0;
var maxVelocityChange = 10.0;
var canJump = true;
var jumpHeight = 2.0;
private var grounded = false;
@script RequireComponent(Rigidbody, CapsuleCollider)
function Awake ()
{
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
}
function FixedUpdate ()
{
if (grounded)
// Calculate how fast we should be moving
var targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= speed;
// Apply a force that attempts to reach our target velocity
var velocity = rigidbody.velocity;
var velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
// Jump
if (canJump && Input.GetButton("Jump"))
{
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}
}
// We apply gravity manually for more tuning control
rigidbody.AddForce(Vector3 (0, -gravity * rigidbody.mass, 0));
grounded = false;
}
function OnCollisionStay ()
{
grounded = true;
}
function CalculateJumpVerticalSpeed ()
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * jumpHeight * gravity);
}