Jumping character on Cinemachine track

Jumping character on Cinemachine track

To make a character jump while following a CinemachineSmoothPath track in Unity, you can use the Input.GetButtonDown function to detect when the player pressed the jump button, and then use the Rigidbody component's AddForce function to apply a upward force to the character. Here's an example of how you can do this:

  1. First, add a Rigidbody component to your character's GameObject.

  2. Next, create a script and attach it to your character's GameObject. In the script, define a variable to store the jump force that you want to apply to the character when they jump. You can also define any other variables that you need, such as a reference to the character's Rigidbody component.

  3. In the script's Update function, use the Input.GetButtonDown function to detect when the player has pressed the jump button.

  4. When the jump button is pressed, use the Rigidbody component's AddForce function to apply an upward force to the character. You can use the jump force variable that you defined earlier to specify the amount of force to apply.

  5. Finally, add a CinemachineSmoothPath component to your character's GameObject and configure it as needed. The character should now be able to jump while following the smooth path.

An example code that demonstrates how to do this:

public class JumpingCharacter : MonoBehaviour
{
    // The force to apply when the character jumps
    public float jumpForce = 10f;

    // A reference to the character's Rigidbody component
    private Rigidbody rb;

    void Start()
    {
        // Get a reference to the character's Rigidbody component
        rb = GetComponent<Rigidbody>();
    }

    void Update()
    {
        // Check if the jump button is pressed
        if (Input.GetButtonDown("Jump"))
        {
            // Apply an upward force to the character
            rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
        }
    }
}