Answers for "Character controller Unity script"

C#
6

move character unity

using UnityEngine;
using System.Collections;

// This script moves the character controller forward
// and sideways based on the arrow keys.
// It also jumps when pressing space.
// Make sure to attach a character controller to the same game object.
// It is recommended that you make only one call to Move or SimpleMove per frame.

public class ExampleClass : MonoBehaviour
{
    CharacterController characterController;

    public float speed = 6.0f;
    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;

    private Vector3 moveDirection = Vector3.zero;

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

    void Update()
    {
        if (characterController.isGrounded)
        {
            // We are grounded, so recalculate
            // move direction directly from axes

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }

        // 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)
        moveDirection.y -= gravity * Time.deltaTime;

        // Move the controller
        characterController.Move(moveDirection * Time.deltaTime);
    }
}
Posted by: Guest on February-06-2020
1

Character controller Unity script

/*
INCLUDES:
	Movement with WSAD and Arrows
    Turning head and body
*/

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
    CharacterController characterController;

    public float speed = 6.0f;
    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
	public float turnSensitivity = 4;
	public Transform head;

    private Vector3 moveDirection = Vector3.zero;
	private Vector3 curEuler = Vector3.zero;

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

    void Update()
    {
        if (characterController.isGrounded)
        {
            // We are grounded, so recalculate
            // move direction directly from axes

            moveDirection = transform.TransformDirection(new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }
		
		//rotate head on x-axis (Up and down)
		float XturnAmount = Input.GetAxis("Mouse Y") * Time.deltaTime * turnSensitivity;
		curEuler = Vector3.right * Mathf.Clamp( curEuler.x - XturnAmount, -90f, 90f);
		head.localRotation = Quaternion.Euler(curEuler);
		
		//rotate body on y-axis (Sideways)
		float YturnAmount = Input.GetAxis("Mouse X") * Time.deltaTime * turnSensitivity;
		transform.Rotate(Vector3.up * YturnAmount);

        // 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)
        moveDirection.y -= gravity * Time.deltaTime;

        // Move the controller
        characterController.Move(moveDirection * Time.deltaTime);
    }
    }
Posted by: Guest on September-24-2021

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