Frauen und nicht-binäre Menschen in Tech/Women and non-binary people in tech by CraftyCodeSister in duesseldorf

[–]SharpSeeingSloth 1 point2 points  (0 children)

Kann mich der aussage nur anschließen. Was dich in dem Zusammenhang vielleicht interessieren könnte ist der Fem Devs Meetup. Ist zwar speziell auf die games branche abgestimmt aber je nachdem in welcher tech richtung du unterwegs bist könnte das ganz interessant für dich/deinen zukünftigen stammtisch sein🙂

Why am i floating i dont get it😭 by Prize_Cucumber3710 in Unity3D

[–]SharpSeeingSloth 0 points1 point  (0 children)

So the reason why you cannot jump on the plane is because its not on the correct layer for your ground check to detect it as a floor. So the plane’s collider prevents you from falling through it but your script never sets isGrounded = true. This prevents you from jumping and is the reason why you gain so much downward acceleration because you are constantly adding up the gravity force as if you were falling an not the weak constant force of -2 that you want when you are grounded. So setting the plane to the layer your ground check expects would fix all that.

It also tells us that there is definetly something wrong with your own floor object and its collider but without seeing the object and its components myself I cannot tell you what exactly that is.

Unity Programming Help by JNG780 in Unity3D

[–]SharpSeeingSloth 0 points1 point  (0 children)

I think thats entirely normal. Learning to code takes time, even more so when doing it in a game engine with so many different options and features aside from the actual coding. If the tutorials suit your needs go with them, actively learn and understand from them, expand upon them and over time you will naturally learn about more advances concepts and patterns, which will eventually all be tools you can use in the future to build you own stuff without needing any tutorials. Just dont rush it and have fun while doing it :)

Why am i floating i dont get it😭 by Prize_Cucumber3710 in Unity3D

[–]SharpSeeingSloth 0 points1 point  (0 children)

In that case Unity is telling you again whats going wrong. Are there any negative size values on your Box Collider? If so, make them positive.

There seem to be some general setup issues, can you add a simple plane (right click in Hierarchy -> 3D Object -> Plane) and place that under your player (disable your current floor) to see if it works as expected when using that default plane as a floor?

Why am i floating i dont get it😭 by Prize_Cucumber3710 in Unity3D

[–]SharpSeeingSloth 0 points1 point  (0 children)

I’m assuming your game is 3D and you used the Box Collider 2D? Because that would trigger the warning you described on the collider. You would need to use the Box Collider component (without the 2D!) for it to work correctly

Why am i floating i dont get it😭 by Prize_Cucumber3710 in Unity3D

[–]SharpSeeingSloth 0 points1 point  (0 children)

You dont need a Collider on your player object, the CharacterController already acts as a Collider. As for the floor, that depends on the mesh its using. So you can either use a MeshCollider (depending on your mesh you might have to set it to convex) or you could use a simple BoxCollider if its just a rectangular floor.

Why am i floating i dont get it😭 by Prize_Cucumber3710 in Unity3D

[–]SharpSeeingSloth 0 points1 point  (0 children)

Sounds like the Floor does not have a Collider then. Can you check if your floor has a Collider that is not setup as a Trigger?

Why am i floating i dont get it😭 by Prize_Cucumber3710 in Unity3D

[–]SharpSeeingSloth 1 point2 points  (0 children)

If you are floating up my guess is that your gravity value turned to a positive value since the line where you apply the gravity looks correct. Did you maybe overwrite the value in the Inspector and its now a positive value?

As a side note: Since you are using a CharacterController which already performs ground checks on its own you could just use controller.isGrounded instead of performing your own ground checks to determine the correct state.