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Channel: Answers for "Checking if object is in air or on ground?"
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Answer by dillon_kneeland

You could get the collision data and get the position of the collision and the normal and then if the rotation of the normal is less than some certain value you set then you set your canJump boolean to...

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Answer by lancerfour

maybe: use a child cube, about a quarter of the height of the parent (so it doesn't collide too high up), with a length x width error-margin you prefer around the outside, that looks for collisions....

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Answer by FLASHDENMARK

I use this:var jumpHeight = 7.5; var canJump = true; var jumpCount = 0; function Update () { if(Input.GetButtonDown("Jump") && jumpCount == 0) { rigidbody.AddForce(Vector3.up * jumpHeight,...

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Answer by Bora Kasap

it's about "hit" function. look at "footstep sound" scripts, you can see it inside these scripts, about colliding with ground.

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Answer by dillon_kneeland

You could get the collision data and get the position of the collision and the normal and then if the rotation of the normal is less than some certain value you set then you set your canJump boolean to...

View Article


Answer by lancerfour

maybe: use a child cube, about a quarter of the height of the parent (so it doesn't collide too high up), with a length x width error-margin you prefer around the outside, that looks for collisions....

View Article

Answer by OrangeLightning

I use this:var jumpHeight = 7.5; var canJump = true; var jumpCount = 0; function Update () { if(Input.GetButtonDown("Jump") && jumpCount == 0) { rigidbody.AddForce(Vector3.up * jumpHeight,...

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Answer by Bora Kasap

it's about "hit" function. look at "footstep sound" scripts, you can see it inside these scripts, about colliding with ground.

View Article

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