Unity smooth velocity. Carter_GL April 22, 2015, .
Unity smooth velocity If you move objects with physics (including FixedUpdate()), you need to move your camera with physics (and/or in FixedUpdate()) otherwise you will get jitter. AudioEffect. Move instead of moving with the Transform. Hi friends ! After fighting for a long time with my code I decided to ask for some help. I’m new to Unity I’m new to Unity and would like to know how I can make an object behind the camera move so that it looks like it’s being held in my hands. What I did -Used MessageBase to send all information (No NetworkTransform or SyncVars) -All physics calcs are performed locally on each client in-between network updates. GetAxisRaw("Horizontal"); rb. velocity. averageSpeed Motion. 0f)) * speed to move the player and I have made the camera a child object of the player for simplicity. Smoothdamp is most often used to implement a camera following the player with a slight delay, and catching up when the player isn't moving anymore. If you want to change the X or Z velocity without affecting the Y velocity, do something like this: rb. deltaTime, you’re interfering with the fixed update and causing the velocity to jitter with the framerate. z * speed); } The problem is when I move diagonally, the speed Hi, is there a way to get the same inertia behavior on a scroll rect that you get when click-dragging the list, when you use a mouse scroll wheel? The scroll wheel just moves the list without any smoothing. y); using System. using System. Timesteps and Achieving Smooth Motion in Unity. zero; //While we are not near to So the question is what is the most efficient way to achieve a very smooth player movement in unity. You could hold a velocity variable instead of a speed, expressing the movement over time in world space. At a certain moment, I want to hit my Spacebar and pull the handles to the left and the right. It is a general-purpose render pipeline that has limited options for customization. Collections; public class DampCamera2D : MonoBehaviour { public Transform target; public float smoothTime = 0. You end up with an average Hello, I’m having a problem achieving consistently smooth character animation/movement. So now I’m trying to figure out why my mouse look is a jittery pile of trash: The maths assumes that the target is moving with constant velocity over the time slice, so if the target is changing velocity rapidly as well it’s still going to jitter a bit. ) Currently I am just using rigidbody. zero; then this variable is passed in the The code is extremely messy but that aside, the main problem is that you smooth out the Speed but not the Direction. I’m designing a TPS controller for some small demo and I have a problem handling the landing phase. Generic; using UnityEngine; public class Player : MonoBehaviour { Rigidbody2D rb { get { return Here is a simple and effective camera smooth follow script with few more options you should seesource github. 0. Just add (rb. I usually made simple platformer physics with this method: add velocity then divide it, so its velocity converges at the certain point. SmoothDamp(smoothedValue , 100, ref velocity, 10); Debug. 2 Camera follow Instantiated Photon multiplayer player. Collections. Unity Engine. it still tries to sync velocity/agular velocity even when sync completely disabled under "Variables to sync" - if your rigidbody is kinematic you get a lot of warnings in the log upd Hi! I have GameObject (Image inside) with Rigidbody2D. position = Vector2. In this case, 0. zero; function Update { // Define a target position above and behind the target transform var targetPosition : Vector3 I want to achieve a very smooth object movement, but when tryin to do this, the objects go down too jerkily and stepwise. I get that i have to manipulate the velocity. However the transition between directions is Hi, I’m trying to make platformer player that moving forward and backward. but also has a great forward velocity (like a landing airplane or I currently have a game object, and on a button press, I'm adding velocity on y axis, so the character jumps up and this works as expected. g. Instead, we consider the magnitudes of those offsets (2 and 2) and the directions separately. I’ve currently got a quick prototype working where I can rotate left and 2D character smooth acceleration. This tutorial is for Novices and requires at least basic knowledge of C#, it will cover the following Slerp, the Spherical Linear Interpolation technique, remains a cornerstone of smooth animation in Unity. The problem is the choice of integer values for lanes. We multiply the movement vector by the speed and deltaTime to ensure smooth movement. deltaTime); The documentation only mentions that “The at 2D Camera "Smooth Follow" - Unity Answers i found pretty simplet and really nice working script for camera follow var dampTime : float = 0. y); rigidBody. 1: 1921: May 2, 2022 When the AnimationType is “Humanoid”, we can get average velocity from Motion. But problem is: If AnimationType is “Generic”, these two APIs will return 0. 3. Hey, beginner here, I’m currently making an FPS controller, it works fine here’s what I have : private void MovePlayer() { Vector3 move = new Vector3(movementX, 0f, movementY); move = transform. velocity = new Vector2(moveInput * speed, rb. 25, and set a coroutine that changes its direction every 4 seconds. I really do need help on this because I’ve searched everywhere and didn’t find any solutions. gravity. If you try to just add up and average those, you get a velocity of (1, 1). Sqrt(deltaJumpHeight * -2f * Physics. Generic; using UnityEngine; public class CopyPlayerSliding : The velocity and distance are tweened separately. fixedDeltaTime I have a question regarding the Mathf. fixedDeltaTime) to the nextPosition vector. You will need to check that the player is standing on the ground (a raycast can do this). The character has a In my game I want the camera to smoothly move to a certain position float posY = Mathf. Let the smoothing that Input. Physics. The ‘position’ of the particle isn’t really moving, i’m ‘firing’ the lead glowing particle upwards and using GPU events to spawn the sparks. fixedDeltaTime) to nextPosition. PlayerJump); } So I’m using the player control script from the mobile standard assets, and there’s this line of code to make the character turn towards the movement direction, the only problem is that it immediately jumps to it, I would like smooth rotation to the direction the player is facing, here is the code block for facing the moving direction and below that is the full code. rotation and rb. instance. x, jumpForce); AudioManagerController. fixedDeltaTime). Collections; using System. apparentSpeed. 6-0, Question, If it’s just a constant velocity, then we can do a simpler fix. deltaTime and move this code into FixedUpdate. If you only want to make I have tried doing this by changing velocity to a certain value over time and by changing velocity to a certain value with a rate. using UnityEngine; using System. Velocity is continuous (except for crashes), whereas acceleration changes whenever the player gives (or stops giving) gas. I want it to be constrained to a maximum x rotation and a maximum z rotation. Does I am setting constant velocity for my character movement in my 2D game. Quick responses are highly appreciated. everything works very fine except that jumping is not smooth at all ! when i first press jump it will move instantly upwards and then falls smoothly; and its very annoying tbh. 2 seconds. One of the most intensely debated topics in the Unity community is how to go about removing jerky movement from games, and I’m trying to get an initial speed (let’s say, 20 units) to a target speed (say, 10) smoothly in 0. I was trying to achieve this kind of player ball movement: But in fact your should not modify velocity directly From unity documentation: In most cases you should not modify the velocity directly, as this can result in unrealistic behaviour -Set velocity when jumping and walking off surface DONE-Smooth Mouselook-Set slope / Grip Ground-Weapon Camera-Fall / Velocity Damage-Prevent Motion Telescoping-Terminal Velocity-Sound Effects : Jump, Land, Possibly Footsteps-Optimize. velocity is already attenuated by Time. smoothTime: // Smooth towards the target using private float smoothedValue = 0. // It is a 2. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. 9988) this method is called when I click the play button: float dampTime = 0. I kept in mind that the objects cannot cross each other and that there is a wall on the left as Here's my movement code: using System. I have a ball game and I gave velocity to my ball object at the start and let it find its own way with hitting objects in 2D space. 0 Unity Server Camera Set. fixedDeltaTime; velocityChange = Vector3. GetAxis(“Horizontal”) * 10, GetComponent(). I’ve tried Trigger Event Rate with distance and time, and Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company Basic Movement 101 In this tutorial we will cover the main aspects of a basic movement script, that will allow user input to make a 3D object, or “player” move around in a 3D world. The difference between the speed and velocity could be that speed is a scalar while velocity is a vector. zero; void Update() { // Define a target position above and I'd like to understand each line of Unity's Smoothdamp, so I can make something similar for a 2D game written in Java. If you are accelerating forwards and decide that you want to go to the right, mid-speed, it will keep the speed and go Thank you for helping us improve the quality of Unity Documentation. velocity Unity - Scripting API: Rigidbody. velocity = (new Vector2 (0. This method modifies the currentVelocity every time the method is called. deltaTime is itself an unstable value which in turn makes velocity unstable. Carter_GL April 22, 2015, Get the Smooth Sync package from Noble Whale Studios and speed up your game development process. Beginner Q: Getting "Smooth" Movement with New Input System (+ Interaction) Unity Engine. This is what I have so far public class SmoothFollow : MonoBehaviour { public Transform target; // The target we are following public float distance; // The distance from the target along its Z axis public float height; // the height we want the Assigning directly to velocity can overwrite certain calculations each frame. 1f; // time for dampen public bool cameraFollowX = true; // camera Rigidbody. Lerp(initial velocity, target velocity, time), but they don’t seem to work as I expected. e the target position is 0, 0, -1 but the camera goes to 0. The most common use is for Gradually moves the current value towards a target value, over a specified time and at a specified velocity. But in any case it should be a lot more smooth than plain Lerp was, and other than being smooth, it has exactly the same behaviour (e. Hi, I am setting constant velocity for my character movement in my 2D game. I used lerp methods like this one Mathf. velocity = new Vector2(_horizontal * Speed, rb. Scripting. Is there a way to Short answer : You can create a target destination using user’s input then you can use the SmoothDamp method to move smoothly towards the target. You should still get the User input via Update though. MoveRotation to set a Rigidbody's transforms instead of rb. velocity Hi, I have A problem with my code. Hey everyone, Imagine you control an airplane and when you press A on your keyboard, you want to rotate to the left with a max of 40 degrees. I used different types of movement (Translate, MoveTowards, velocity, AddForce, free fall with resistance in Rigidbody2D) I used interpolate (and it helped a bit) I take an example from such a game “piano tiles 2”, where the tiles move very Hello. response to different k values I know this may be a silly question, but I have trouble understanding the 3rd parameter of this function, could anyone help clarify its usage? public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = Mathf. velocity or calling MovePosition() in FixedUpdate. Collections; using Trying to create a “pyro” stage effect, and wondering if i’m approaching the right/wrong way. velocity, desiredVelocity - velocity, delta); [Solved] Thank you very much! I was trying to make my object change direction when it moves by 1 unit, so i set its rigidbody. In the example above, you accumulate speed that you move forward with, even after your character changes facing (rotates / turns). You can see a partial example in the unity scripting reference Rigidbody. siddharth3322 October 19, 2018, 3:39pm 1. Something like maybe [SerializeField] private Rigidbody _rigidbody; private Vector3 targetPosition; private void Start() { targetPosition Unity - How to Smooth Out Constant Velocity on Rigidbody2D. then you probably would not use velocity but set fix positions using Rigidbody. But instead the camera just snaps to somewhere close to the target position (i. The gravity and velocity calculations handle the character's vertical movement and ensure that the Hello together, i followed a guide for my Character Controller and now i’m trying to implement the jump function. Your question is not really clear. However since using the method my character seems to be shaking a little. If you don’t already have a Unity project started, go ahead and create a new one. Here is I set the velocity in the Update function: constantVelocity = new Vector3 (playerInputX * speed, playerInputY * speed, 0); I I feel that Time. Thank you. I have made a basic velocity based character controller. deltaTime. 1 Smooth camera movement in Unity 2d I’m about to write my own physics instead of using the build-in system because of this. EXAMPLE Copy the script below and attach it to a plain GameObject in an empty scene. therefore if we look on the positional difference between two physics frames it is (velocity*Time. By updating your velocity in Update and multiplying it by Time. This method smoothes the current value towards a target value with a spring-damper I thought SmoothDamp modifies the Velocity to get a smooth transition, and therefore would smoothly catch the recoil and bring the object back towards the target. fixedDeltaTime, and physics is updated automatically in FixedUpdate. Hello I am having similar problems here. How to move rigidbody object up or down smoothly in unity3d. y, move. GetAxisRaw(“Horizontal”); rb. 3; //offset from the viewport center to fix damping private var velocity = Ve My script is to make the player crouch slide when press c but the transition to crouch is not smooth. deltaTime); This will make the animator smoothly transition Velocity to a value of 1 over the amount of time specified in the dampTime parameter. Same goes for pressing D, but then of course turn right. I do not want it to rotate on the y axis (spin) yet. Hi. Collections; public class cameracontrol : MonoBehaviour { public GameObject cameraTarget; // object to look at or follow public GameObject player; // player object for moving public float smoothTime = 0. Mathematics; [UpdateInGroup(typeof(PredictedSimulationSystemGroup))] partial struct Why don’t you use Unity 5’s built in Smooth Follow script from the docs? It has no lagging issues for a powerful PC, but if you have issues, use FixedUpdate() instead of Update(). Is there anyone who knows well how to implement the Mathf. SmoothDamp to control a camera via mouse movement, everything works great and the camera moves around nicely and if I let go of the camera control key the camera comes to a smooth stop, but only if the camera was moving in a positive direction when the key was released, if it was moving in a negative direction, ie currentVelocity param This is a bit noobish - I’ve been learning from UnityGems - I’m currently at their Coroutines++ tutorial - great stuff - they have an example about moving an object: //Move an object to a new position IEnumerator MoveTo(Transform objectToMove, Vector3 targetPosition) { //Initialize a velocity for smooth damp var velocity = Vector3. deltaTime ); Smooth your input system values to create more fluid movement and animation transitions. position in order to get "smooth" movements:. Here is simple version of the code: using Unity. After hitting some objects it changes its velocity to (8. But when you need more complex movement than "move on const velocity" better use both Move around by setting Rigidbody2D. In my game, the object is static and environment comes towards it. Unity Falling Platform with Return. Here is for example my player movement: transform. Transforms; using Unity. y, someOtherNewValue); And the inverse of that for when you jump. 0F; void Update() { smoothedValue = Mathf. Log(smoothedValue); } Here the variable “smoothedValue” will go from 0 to 100 in approximately 10 seconds Unity Engine. public float jumpForce private void Jump() { playerRigidbody. Gradually changes a vector towards a desired goal over time. MovePosition. My Many answers on the Unity forums, while correct, aren’t comprehensive and leave gaps in understanding needed to fully resolve the issue. SmoothDamp(transform. Below is my code modified for 1D movement blend tree. Can problem be some This works really nice for me. I’ve already tried to write a script. Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company . Written By Wyll Lee. Then the gravity will make the rigid body fall down. 2D, Unity-Documentation. How to let objects fall down continually. They can I’m trying to convert the smooth follow script to C#, and make it work with a rigidbody so that it doesn’t ignore physics. Another idea would be stretch a single collider over a collection of tiles, however this can get inconsistent with the position of the tiles. Collections; public class FollowCamera : MonoBehaviour { public float interpVelocity; public float minDistance; public float followDistance; public GameObject target; public Vector3 offset; Vector3 targetPos; // Use this Mastering Character Control in Unity If you're diving into game development, one of the first things you'll need to master is the character controller. Their movement is driven by root motion from their animations and since they if my understanding is right, velocity depicts the positional transformation that will happen in 1s. So I changed the code to smooth the velocity instead, over multiple frames which gave me smooth animations. What I need help with is smoothing out the localScale with the code I have since it snaps to crouching and back standing. velocity = velocity; } it`s moving smoothly by pressing Left and Right Arrows on the So I’m using this as a way to get my camera to follow my player; using UnityEngine; using System. So when setting velocity, you'd want to do it something like: var delta = 0. But, when you’re not pressing any of those keys, you want your plane to go to a 0 rotation again. Unity Player falling very slowly. Join my Discord! https://discord. GetAxis puts into movement do the smoothing for you. But if I start with (2,2) velocity I never faced with this In this video, I (for the last time) go over how to make smooth First-Person Player movement in Unity. y, player. When I move the centerblock with Get axis (Horizontal) the handles move with the block. Infinity, float deltaTime = Time. transform. SetFloat("Velocity", 1, dampTime, Time. Lerp( velocity, targetVelocity, velocityDamping * Time. Player is simple sprite Here is my code: private void FixedUpdate() { moveInput = Input. I would separate the logic. 2. y = Mathf. Generic; using UnityEngine; [RequireComponent(typeof(Rigidbody))] public class PlayerController_RB : MonoBehaviour Unity Engine. PlaySfx(Util. TransformDirection(move); rb. y, and then add (maxSpeed * Time. You can smoothdamp and also add some noise to your position if you want it to feel less like an object on invisible You can use Update method and just multiply velocity with Time. I was just going to post a question about this. Its ability to seamlessly interpolate rotations, maintain constant angular velocity, and You have two offset samples, (2,0) and (0,2). From the Unity docs: Gradually changes a vector towards a desired goal over time. position. Move smoothly could mean many things. 2 Unity Ball Synchronization. ᐅGet the full Source Code Bundle to my Unity Tutorials 🤓https://sam- This thread is more of an instruction on this matter rather than me asking for an answer, so anyone looking to make a character that uses a Rigidbody which uses forces to move and to slap a camera on their heads, then here’s how to do it right! I’ve been making a 3D third-person platformer that also has a first person view (FPV) mode. Drop the Time. The Player object has a Rigidbody2D and all the movement is done by either setting the velocity directly or by using addForce. -The client “owns” it’s own players motion, and the server owns everything If you smooth the movement, input might feel very slippery. Its vector is (6,6) for example. You can also find it on official unity documentation page. The vector is smoothed by some spring-damper like function, which will never overshoot. The Character is meant to move on all 8 axis and transform his rotation in each direction. Hi, I’m trying to make platformer player that moving forward and backward. Use Rigidbody. 2seconds. SmoothDampAngle function. In general you should use RigidBody. Here’s the code I wrote for Player. When I`m setting Velocity void Update () { Vector2 velocity = new Vector2 (Input. I want to check if anyone else had faced the same issue and resolved it. y like how I explained above. You just declare the variable: private Vector3 velocity = Vector3. Or you could apply the approach to the player’s stored velocity, changing it smoothly regardless of how abrupt the inputs were. I have a plane, which I am trying to tilt randomly in different directions. 3F; private Vector3 velocity = Vector3. Smooth Player Ball Rolling. I’m ending up with ‘groups’ of particles instead of emitting smoothly. need help with SmoothDamp Unity Engine. I was just wondering if there was a way to fix this and smooth the movement out. velocity = new Vector2(playerRigidbody. Hi, I want a line renderer like in this game, I have actually made it, but it’s not as smooth as in the game. velocity = new Vector3(move. 2716, -0. 0f; private float velocity = 0. Smooth player movement with joystick. MovePosition and Rigidbody. Entities; using Unity. MoveTowards(rb. Windows; using Unity. velocity. 1: 1911: May 2, 2022 Hi All I am using Mathf. This is the code I am using, and it does what I want, but it does not do it smooth enough, neither does it Hi there, my game I’m working has a character viewd through a camera looking down at a 45 degree angle. How can I do that ? So after a lot of work I got a smooth physics based network transform working using UNET and I thought I’d share. They can only either be lane 0, 1 or 2. Maybe I’m asking for too much, but it would be so nice to get The Built-in Render Pipeline is Unity’s default render pipeline. y, but with this code on line 76 my character teleports into the air instead of being raised bit by bit. 3; private var velocity = Vector3. I want to make it so when I press the play button, the camera smoothly transitions from its current position, to the target position using the SmoothDamp function. . 0f, 1. (Codebase and unity settings. velocity = new Vector3(someNewValue, rb. y + distToPlayer This is likely MovePosition’s calculation for velocity, which it applies in one frame (because it calculates a single frame velocity, it is still moving inside the physics engine and will still collide along the way, unlike transform position changes): (end - start) / Time. MovePosition to move a Rigidbody, complying with the Rigidbody's Keep in mind that Physics and frames run independently. y); } But when I try to move player I feel jitter (player not smooth moving) . Lerp function (or maybe other methods to achieve this)? So far, I was rb. Our characters are built with rigidbody’s and capsule colliders (Not the Unity CharacterController) using mostly humanoid rigs and mecanim for animation and are viewed in 3rd person. public float velocityDamping = 3f; public float catchUpDamping = 2f; void MoveCamX() {// Velocity targetVelocity = TargetX - prevTargetX; velocity = Mathf. If you’re seeing choppy movement in that scenario and you have confirmed a smooth velocity value input, that is a bug which should be reported. 0011, 0. If you want to do it anyway, you'd want to gradually change the velocity instead of instantly. y); You have this line which sets the final "real" velocity. deltaTime); Everything works fine with this method, except for when I build the game and try it on my phone. Mehd February 5, 2019, 5:39pm 1. Instead of setting the position, set the velocity of the rigidbody to be up. 7) for example. Carter_GL April 22, 2015, Then at the end you can clamp the velocity value so the player doesn’t go too fast, and finally move the character left/right based on this velocity value. The current velocity. Unity falling platform passes through ground while falling. But the You don’t adjust the individual vector3 components for velocity. // Smooth towards the target using UnityEngine; using System. 6-0, Question, Not the most ideal situation but I would use the maxSpeed to control velocity. Thanks! That’s a bit odd, because Unity could calculate the velocity from the movement. y * Time. var target : Transform; var smoothTime = 0. Rigidbody interpolation can smooth out motion remarkably well for both types mentioned. position, movePoint, ref velocity, smoothTime * Time. 2 Unity3D smooth camera movement and lookAt. Best to use AddForce to avoid overriding changes due to gravity & friction. The later one provides better results for me Use rb. 1, 2. gg/jrRJgfBz2y::Chapt I moved from Scratch to Unity recently. So how can we get average velocity when the AnimationType is “Generic”? (like dragon, horse or any other non-human like skeleton) As for the immediate problem, every time you set the velocity in the top part, you’re overruling the jump from the previous frame. The collision detection is set to continuous, and interpolation is turned on. public class CameraScript : MonoBehaviour { public Transform ObjectPosition; private Vector3 My guess is that Unity tires to calculate the current position (at the time when Update is called) from the last positions handed to MovePosition in FixedUpdate, but I don’t know for sure. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. velocity to be 0. 4: 521: May 15, 2022 Beginner Q: Getting "Smooth" Movement with New Input System (+ Interaction) Unity Engine. Find this & other Network options on the Unity Asset Store. 5D game this code handles camera X, the Y will work different. I’m trying to learn unity and I’ve created a CharacterController script move, jump and crouch. x * speed, rb. Aug 9. The current velocity, this value is modified by the function every time you call it. Instantaneous is smooth as butter, but velocity tracking is all over the place. Thank you for helping us improve the quality of Unity Documentation. NetCode; using UnityEngine; using UnityEngine. I was able to figure out how to make all the transformations and give velocity to the character in the facing direction. 1. isKinematic=true and rb. I want to move it smoothly by pressing UI Buttons “Left” and “Right”. 2f; animator. Just multiply that value by speed to get the new horizontal speed. I have one centerblock with two handles on each side. Here is the code: using System. function Unity - How to Smooth Out Constant Velocity on Rigidbody2D. Now everything that uses SmoothDamp is slower, making the game unplayable. anon_38916251 March 28, 2008, If you want transitions to be smooth, I suggest using velocity rather than acceleration to calculate your FOV. But ok, I can live with that! Maybe I missed something here and you’re both talking about 2D Physics exclusively, but when using the regular 3D physics, moving a kinematic rigidbody with MovePosition() will definitely result in smooth movement (if rigidbody I'm pretty new to Unity and have been prototyping a platformer the past week following a tutorial to get up to speed. I know you can just throw an object into the camera, but that’s not what I need. I tried the same settings provided in the sample projects provided by Unity and everything is a bit smoother if I stand still, BUT as soon as I start moving, the interactable is a jittery mess. knowing that, my approach was to determine where the last fixed update happened, to smooth out a model in update. 2f * Time. { //A simple smooth follow camera, // that Smooth landing after jump ? Unity Engine. Can problem be some A quick fix is to just set the y velocity to 0; however when the player moves down a slope, this cannot be zero, and I haven’t found a way to set a ‘relative y velocity’ to zero. Everything directly affects _horizontal (the direction I presume you're trying to dampen). When using Rigidbody you want to do all physics related stuff in FixedUpdate. jbgesehfruhxpkmnsdygpsrrnbbpiugrdwcyyuazakikmrxpkpkgtcjvcxkjhzqagpszhb