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May 23, 2019 07:32
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Need help with transforming a collider over time smoothly depending on character height
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public CapsuleCollider characterCollider; | |
public float characterColliderStartHeight; | |
public float characterColliderEndHeight; | |
public float colliderTransformTime; | |
private void Start() { | |
myRB = this.GetComponent<Rigidbody>() as Rigidbody; | |
characterCollider = this.GetComponent("Collider") as CapsuleCollider; | |
characterColliderStartHeight = characterCollider.height; | |
} | |
void Update(){ | |
isGrounded(); | |
// Jump | |
if (Input.GetKeyDown(KeyCode.Space)) { | |
myRB.AddForce(0,jumpHeight,0, ForceMode.Impulse); | |
anim.SetTrigger("Jump"); | |
jumpEvent.Invoke(); | |
} | |
} | |
//public float distanceToGround; | |
//public bool grounded; | |
//public Vector3 hitPointInfo; | |
public void isGrounded(){ | |
RaycastHit hit; | |
Ray groundedRay = new Ray(transform.position, -Vector3.up); | |
// if (Physics.Raycast(groundedRay, out hit, distanceToGround + 0.1f)) { | |
if (Physics.Raycast(groundedRay, out hit, Mathf.Infinity)) { | |
distanceToGround = hit.distance; | |
if (hit.distance > 3.0f) { | |
Debug.Log("hit distance is greater than or equal to 3.0"); | |
//Decrease the collider size | |
characterCollider.height = Mathf.Lerp(characterColliderStartHeight, characterColliderEndHeight, colliderTransformTime * Time.deltaTime); | |
} | |
} |
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