All language subtitles for 08. CharacterController & Jumping logics

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,740 --> 00:00:03,710 Now let's implement jumping logics in our game. 2 00:00:03,710 --> 00:00:07,000 There's two kinds of gravity systems we can implement. 3 00:00:07,190 --> 00:00:13,490 Either we can have a constant gravity meaning that as you can see from the first picture the number 4 00:00:13,490 --> 00:00:20,320 of frames of Maya reaching the highest point while jumping equals to the same amount of frames for Mario 5 00:00:20,330 --> 00:00:28,970 falling to the ground in the second example you can see that the gravity is at a variable intensity. 6 00:00:28,970 --> 00:00:35,710 So when Mario is jumping upwards the gravity is less intense than when Mario is falling. 7 00:00:35,720 --> 00:00:40,370 Most Mario games use gravity at a variable intensity. 8 00:00:40,370 --> 00:00:46,850 First let's implements the constant gravity system and then let's implement the variable intensity gravity 9 00:00:46,850 --> 00:00:56,960 system let's head back to unity we select or player logic and first we need to implement the jump height 10 00:01:01,870 --> 00:01:11,840 for this we will use zero point five f then we will also need to implement a variable for gravity let's 11 00:01:11,840 --> 00:01:22,490 use this for now and we also need to add a boolean to track when we're jumping in the update function 12 00:01:22,850 --> 00:01:34,830 we will check whether the player is jumping or not so we can say if the player is not jumping and input 13 00:01:35,030 --> 00:01:38,200 get button down jump 14 00:01:41,060 --> 00:01:42,680 then jump is true 15 00:01:49,680 --> 00:01:52,550 and then in a fixed update willing to apply to gravity. 16 00:01:53,140 --> 00:01:57,330 So what we can say is if the character is not on the ground. 17 00:01:57,370 --> 00:02:04,270 So when he's in the air for this we can do character controller is grounded and in this case I say if 18 00:02:04,270 --> 00:02:15,020 the character controller is not grounded then we are going to reduce the gravity from his movement. 19 00:02:15,020 --> 00:02:26,200 Why else he if he is standing on the ground we're going to set movement y to zero and if the player 20 00:02:26,200 --> 00:02:27,010 is jumping 21 00:02:30,480 --> 00:02:39,380 First we will set the jumping to false and we will set his movement height to a specific value. 22 00:02:42,910 --> 00:02:49,800 Equals to the jump height so all we're doing right now is here we are applying to gravity 23 00:02:53,280 --> 00:02:55,260 and here we are. 24 00:02:58,220 --> 00:03:02,280 Adding jump to movement y. 25 00:03:05,320 --> 00:03:12,460 Setting setting jump height to movement height is better okay. 26 00:03:12,550 --> 00:03:13,690 Let's try it isn't a game. 27 00:03:16,040 --> 00:03:21,460 So now if your press play I move my character and I press base. 28 00:03:21,500 --> 00:03:30,590 The character will jump if I want him to jump higher or lower I can simply tweak to values. 29 00:03:30,850 --> 00:03:32,620 I just have to change my variables. 30 00:03:32,620 --> 00:03:41,650 I can increase or decrease my jump pints and I can increase or decrease my gravity if I save and then 31 00:03:41,740 --> 00:03:42,850 run it again. 32 00:03:42,970 --> 00:03:48,790 You will see that the jumping results will be different. 33 00:03:48,890 --> 00:03:53,000 Now he jumps slightly higher and falls a little bit faster. 34 00:03:54,850 --> 00:04:01,960 Now as you can see the time it takes for the player to reach the top point in his jump is the same time 35 00:04:01,960 --> 00:04:04,020 it takes for him to fall down. 36 00:04:04,060 --> 00:04:13,840 Let's say we want to have a variable gravity intensity while what we could do then is we can check if 37 00:04:14,480 --> 00:04:20,230 a movement or Y is bigger than zero which means we are jumping 38 00:04:24,330 --> 00:04:36,320 then we can just apply regular gravity and if movement or Y is less than zero then we can do the same 39 00:04:36,350 --> 00:04:40,240 but we can multiply the gravity. 40 00:04:40,480 --> 00:04:46,670 For example one point five so 50 percent increase in gravity. 41 00:04:46,720 --> 00:04:56,290 So now if we're going back to our game we jump normally the character will fall much faster as you can 42 00:04:56,290 --> 00:04:59,480 see he's falling faster now. 43 00:05:01,960 --> 00:05:06,000 After reaching his stop point in the jump okay. 44 00:05:06,070 --> 00:05:07,180 That's it for jumping. 4474

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