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Participant
June 9, 2013

Help needed to add jump function to OVR Player Controller?

Hi All,

I'm hoping some kind person may be able to help me or point me in the right direction. I started learning Unity a few weeks back before I got the Rift. I decided to try and do a 'moon based' demo as I thought the change in gravity would be fun and it's a good environment for me to experiment with while I learn.

I had it working beautifully before the Rift arrived, able to walk and jump around the lunar landscaper. Since getting the Rift I removed the my old control type (from the 'standard assets' that ship with Unity) and added the Oculus Controller. This works fine apart from I now have no jump function and I've tried a variety of things to get it back with no success. As my lunar environment requires jumping and low gravity, it's proving a bit of a nightmare.

I am a newbie, and I'm sure that the answer is pretty simple so if someone could at least point me in the right direction I would be eternally grateful.

Thanks in advance.
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    31 replies

    Up and Coming
    August 31, 2014
    is there a fast way to make a player fly?
    can not change "Gravity Modifier" to be negative. maybe there is a fast solution without digin deeply in OVR cplayer Controller script?
    Up and Coming
    September 8, 2014
    I enabled the jump functions, but if I press the jump key once, the jump is performed and head tracking is lost, if i jump again I regain head tracking.
    Anyone experience this problem?
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    New Participant
    September 22, 2014
    Hi, I've been trying to figure out how to resolve the issue where the Player Controller goes through walls when I jump towards a mesh collider. Hoping I could find some help resolving it
    Up and Coming
    September 22, 2014
    carlflor there are different approaches - the best is to not use a meshcollider for walls, but a box collider.
    then you can change the way your rigidbody does the collision detection. and the last solution I am aware of is changing the minimum penetration value in the physics settings.

    best go with a box collider, that should be the cheapest and most reliable solution.
    check out my Mobile VR Jam 2015 title Guns N' Dragons
    Up and Coming
    September 23, 2014
    Will you Guys at Oculus change the jumping feature soon because i use the latest SDK in Unity and honestly i do not like the jumps at all i have done the if input then jump () code but honestly when running and jumping... let's just say i would get Extremely motion sick in my own game in a matter of seconds! the jump IS performed BUT the motion of the character stops in the x axis and z axis so it seems extremely UNnatural! please change this in the next SDK for Unity ;)
    ASUS Maximus VII Formula Intel core i7 quad core 4790K OC'ed @ 4.4Ghz 32GB DDR3 Ram Nvidia Geforce GTX 980 4GB Windows 10 Pro 64bit GSync Monitor @ 2560x1440, 144Hz ------------------------------------------- DK2 Owner CV1 Preordered.
    Up and Coming
    September 23, 2014
    Don't forget it's not meant as a working environment solution but as a starting point for quick tests. And I think it's best that way so we all experiment with good solutions for these problems instead of early on just going the same road. :)
    check out my Mobile VR Jam 2015 title Guns N' Dragons
    Up and Coming
    September 23, 2014
    It's Alright, i have fixed the jumping issue by removing the OVRPlayerController from my scene then i inserted the OVRCameraController inside an empty gameobject and added the original FPSInputController from the standard assets and changed some values... Btw anybody know how to make a player character turn on the y axis in sync with your head movements? I have Tried everything i can Think of and i cannot get any further with development until i have fixed this problem (i know this isn't the right place to be asking but i don't want to create at thread that may already exist but i cannot find any related to my problem :( thanks....

    I forgot to mention that i am using a rigidbody character...
    ASUS Maximus VII Formula Intel core i7 quad core 4790K OC'ed @ 4.4Ghz 32GB DDR3 Ram Nvidia Geforce GTX 980 4GB Windows 10 Pro 64bit GSync Monitor @ 2560x1440, 144Hz ------------------------------------------- DK2 Owner CV1 Preordered.
    Up and Coming
    September 23, 2014
    "standtall007" wrote:
    Btw anybody know how to make a player character turn on the y axis in sync with your head movements?


    In your OVRCameraController you put the parent object with the FPS script into the "follow orientation" and check "Tracker rotates Y" below it. that should solve it.
    check out my Mobile VR Jam 2015 title Guns N' Dragons
    Up and Coming
    December 28, 2014
    This thread is pretty old, is this still the best way to add jumping? I've done what Cyber suggests and the jumping is insanely fast. I adjust the gravity and it slows the descent, but he still shoots upwards like a bullet. Any ideas?
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    Up and Coming
    December 28, 2014
    Best way is to not use the OVRPlayercontroller but something else, like the Default Unity playercontroller or some other one and add the OVRCameraController to that.