Hi, do you know why the collider of my playerObject float? Script if you need: https://paste.myst.rs/ozh7f1ft
a powerful website for storing and sharing text and code snippets. completely free and open source.
24 messages · Page 1 of 1 (latest)
Hi, do you know why the collider of my playerObject float? Script if you need: https://paste.myst.rs/ozh7f1ft
a powerful website for storing and sharing text and code snippets. completely free and open source.
Maybe because the raycast for the ground check is too long
I tried but it isn't the problem

Describe what you did in more detail
i'll rec a video
I tried to change the raycast lenght but the floating height is always the same
Looks like your capsule collider is touching the ground
the collider is floating a little, in fact the collider and the body (the knight) are on the same level
i tried this but it doesn't work:
if i try to change a little bit the y position of the body it's ok until i jump, when i jump it sometimes float and sometimes not like in the video
the jump animation or the entire animator?
the animation animation
the animation named animation?
The jump isn't animated right?
Is it physics based?
Disable any animations made through the animation window or whatever
yeah, there is a vector3 that add an y negative value when the player isn't grounded
you were right, so this is a problem of the raycast lenght
It seems like it currently