I am trying to create a 3rd person movement script using Cinemachine as camera, I followed Brackeys "THIRD PERSON MOVEMENT in Unity" YouTube tutorial. I then Changed the base of it from character controller to rigidbody and the movement works perfectly fine. However my code sets the velocity of the rigidbody's y axis to 0 when I move the player which fights the gravity making the player jitter slowly to the ground when I move. The Character however does drop to the ground when the player stops moving. All I need is for the script to ignore the y axis and simply listen to unity's gravity.
void Update()
{
if (!photonView.isMine)
{
Destroy(GetComponentInChildren<Camera>().gameObject);
Destroy(GetComponentInChildren<Cinemachine.CinemachineFreeLook>().gameObject);
return;
}
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
isGrounded = Physics.CheckSphere(new Vector3(transform.position.x, transform.position.y - 1, transform.position.z), 0.01f, layerMask);
Vector3 inputVector = new Vector3(horizontal, 0f, vertical).normalized;
if (inputVector.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(inputVector.x, inputVector.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
rb.velocity = moveDir.normalized * speed;
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce);
}
}