#External Impulses on Rigidbody Based Movement System

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supple lark
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Working with an fps movement system i created based on dani's old movement tutorial but heavily adapted to my needs. Everything works great the only problem is the fundamental issue of applying external impulses (such as an explosion force) or a knockback.

The system doesn't use unity's friction (friction on all objects is zero) and instead uses a custom countermovment logic, the problem is that when a player recieves a horizontal knockback while grounded they barely move, compared to while airborne they go flying.

This seems to me like a fundamental flaw in the movement system I created, but pivoting to a whole new system is kind of impossble right now unless absolutely neccessary.

Any other advice and feedback regarding the code is also very welcome!

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Main movement lines are 700-800

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This is for an fps parkour game

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For additional reference, the player should not be able to surpass their maxspeed with their own input (walking, sprinting, etc), but things like external impulses (explosions, and such) should allow the player to go far beyond their max speed

woeful hill