Answers for "unity first person controller script"

C#
6

unity first person controller script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class SC_FPSController : MonoBehaviour
{
    public float walkingSpeed = 7.5f;
    public float runningSpeed = 11.5f;
    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
    public Camera playerCamera;
    public float lookSpeed = 2.0f;
    public float lookXLimit = 45.0f;

    CharacterController characterController;
    Vector3 moveDirection = Vector3.zero;
    float rotationX = 0;

    [HideInInspector]
    public bool canMove = true;

    void Start()
    {
        characterController = GetComponent<CharacterController>();

        // Lock cursor
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    void Update()
    {
        // We are grounded, so recalculate move direction based on axes
        Vector3 forward = transform.TransformDirection(Vector3.forward);
        Vector3 right = transform.TransformDirection(Vector3.right);
        // Press Left Shift to run
        bool isRunning = Input.GetKey(KeyCode.LeftShift);
        float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
        float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
        float movementDirectionY = moveDirection.y;
        moveDirection = (forward * curSpeedX) + (right * curSpeedY);

        if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
        {
            moveDirection.y = jumpSpeed;
        }
        else
        {
            moveDirection.y = movementDirectionY;
        }

        // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
        // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
        // as an acceleration (ms^-2)
        if (!characterController.isGrounded)
        {
            moveDirection.y -= gravity * Time.deltaTime;
        }

        // Move the controller
        characterController.Move(moveDirection * Time.deltaTime);

        // Player and Camera rotation
        if (canMove)
        {
            rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
            rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
            playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
            transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
        }
    }
}
Posted by: Guest on March-10-2021
8

first person camera controller unity

//Fixed the issues with the previous controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraLook : MonoBehaviour
{
	public float minX = -60f;
	public float maxX = 60f;

	public float sensitivity;
	public Camera cam;

	float rotY = 0f;
	float rotX = 0f;

	void Start()
	{
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = false;
	}

    void Update()
    {
		rotY += Input.GetAxis("Mouse X") * sensitivity;
		rotX += Input.GetAxis("Mouse Y") * sensitivity;

		rotX = Mathf.Clamp(rotX, minX, maxX);

		transform.localEulerAngles = new Vector3(0, rotY, 0);
		cam.transform.localEulerAngles = new Vector3(-rotX, 0, 0);

		if (Input.GetKeyDown(KeyCode.Escape))
		{
        	//Mistake happened here vvvv
			Cursor.lockState = CursorLockMode.None;
			Cursor.visible = true;
		}

		if (Cursor.visible && Input.GetMouseButtonDown(1))
		{
			Cursor.lockState = CursorLockMode.Locked;
			Cursor.visible = false;
		}
	}
}
Posted by: Guest on May-25-2020
4

Basic fps camera C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
[AddComponentMenu("Camera-Control/Smooth Mouse Look")]
public class SmoothMouseLook : MonoBehaviour {
 
	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;
 
	public float minimumX = -360F;
	public float maximumX = 360F;
 
	public float minimumY = -60F;
	public float maximumY = 60F;
 
	float rotationX = 0F;
	float rotationY = 0F;
 
	private List<float> rotArrayX = new List<float>();
	float rotAverageX = 0F;	
 
	private List<float> rotArrayY = new List<float>();
	float rotAverageY = 0F;
 
	public float frameCounter = 20;
 
	Quaternion originalRotation;
 
	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{			
			rotAverageY = 0f;
			rotAverageX = 0f;
 
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationX += Input.GetAxis("Mouse X") * sensitivityX;
 
			rotArrayY.Add(rotationY);
			rotArrayX.Add(rotationX);
 
			if (rotArrayY.Count >= frameCounter) {
				rotArrayY.RemoveAt(0);
			}
			if (rotArrayX.Count >= frameCounter) {
				rotArrayX.RemoveAt(0);
			}
 
			for(int j = 0; j < rotArrayY.Count; j++) {
				rotAverageY += rotArrayY[j];
			}
			for(int i = 0; i < rotArrayX.Count; i++) {
				rotAverageX += rotArrayX[i];
			}
 
			rotAverageY /= rotArrayY.Count;
			rotAverageX /= rotArrayX.Count;
 
			rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
			rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
 
			Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
			Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
 
			transform.localRotation = originalRotation * xQuaternion * yQuaternion;
		}
		else if (axes == RotationAxes.MouseX)
		{			
			rotAverageX = 0f;
 
			rotationX += Input.GetAxis("Mouse X") * sensitivityX;
 
			rotArrayX.Add(rotationX);
 
			if (rotArrayX.Count >= frameCounter) {
				rotArrayX.RemoveAt(0);
			}
			for(int i = 0; i < rotArrayX.Count; i++) {
				rotAverageX += rotArrayX[i];
			}
			rotAverageX /= rotArrayX.Count;
 
			rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
 
			Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
			transform.localRotation = originalRotation * xQuaternion;			
		}
		else
		{			
			rotAverageY = 0f;
 
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
 
			rotArrayY.Add(rotationY);
 
			if (rotArrayY.Count >= frameCounter) {
				rotArrayY.RemoveAt(0);
			}
			for(int j = 0; j < rotArrayY.Count; j++) {
				rotAverageY += rotArrayY[j];
			}
			rotAverageY /= rotArrayY.Count;
 
			rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
 
			Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
			transform.localRotation = originalRotation * yQuaternion;
		}
	}
 
	void Start ()
	{		
                Rigidbody rb = GetComponent<Rigidbody>();	
		if (rb)
			rb.freezeRotation = true;
		originalRotation = transform.localRotation;
	}
 
	public static float ClampAngle (float angle, float min, float max)
	{
		angle = angle % 360;
		if ((angle >= -360F) && (angle <= 360F)) {
			if (angle < -360F) {
				angle += 360F;
			}
			if (angle > 360F) {
				angle -= 360F;
			}			
		}
		return Mathf.Clamp (angle, min, max);
	}
}
Posted by: Guest on December-23-2019
0

fps movment unity

public float walkSpeed = 6.0F;
public float jumpSpeed = 8.0F;
public float runSpeed = 8.0F;
public float gravity = 20.0F;

private Vector3 moveDirection = Vector3.zero;
private CharacterController controller;

void Start()
{
    controller = GetComponent<CharacterController>();
}

void Update()
{
    if (controller.isGrounded)
    {
        moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        moveDirection = transform.TransformDirection(moveDirection);
        moveDirection *= walkSpeed;
        if (Input.GetButton("Jump"))
            moveDirection.y = jumpSpeed;
    }
    moveDirection.y -= gravity * Time.deltaTime;
    controller.Move(moveDirection * Time.deltaTime);
}
Posted by: Guest on September-28-2020
0

how to make a first person controller in c#

public float speed = 10.0f;
     public float straffeSpeed = 7.0f;
     public float jumpHeight = 3.0f;
     Rigidbody rb;
     
     
 
     // Start is called before the first frame update
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
         rb = GetComponent<Rigidbody>();
     }
 
     // Update is called once per frame
     void Update()
     {
         float DisstanceToTheGround = GetComponent<Collider>().bounds.extents.y;
         bool IsGrounded = Physics.Raycast(transform.position, Vector3.down, DisstanceToTheGround + 0.1f);
 
         float translation = Input.GetAxis("Vertical") * speed;
         float straffe = Input.GetAxis("Horizontal") * straffeSpeed;
         translation *= Time.deltaTime;
         straffe *= Time.deltaTime;
 
 
         //anim.SetTrigger("isWalking");
 
         transform.Translate(straffe, 0, translation);
         //rb.velocity = transform.forward * translation + transform.right * straffe ;
         
 
         if(IsGrounded && Input.GetKeyDown("space"))
         {
             Debug.Log("JUMP!");
             rb.velocity = new Vector3(0, jumpHeight, 0);            
         }
         
         if (Input.GetKey(KeyCode.R))
         {
             Scene scene = SceneManager.GetActiveScene(); 
             SceneManager.LoadScene(scene.name);
         }
 
         if (Input.GetKeyDown("escape"))
         {
             Application.Quit();
             //Cursor.lockState = CursorLockMode.None;
         }
 
     }
 }
Posted by: Guest on November-08-2020

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