Answers for "player movement in unity"

C#
12

movement script unity

//make sure to add a CharacterController to the thing that you want to move
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    CharacterController characterController;

    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
    public float speed = 9.0f;

    private Vector3 moveDirection = Vector3.zero;

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

    void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");

        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));

        if (characterController.isGrounded)
        {

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

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }
        moveDirection.y -= gravity * Time.deltaTime;
        characterController.Move(moveDirection * Time.deltaTime);
    }
}
Posted by: Guest on October-26-2020
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
3

unity player movement script

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

public class Example : MonoBehaviour
{
    private CharacterController controller;
    private Vector3 playerVelocity;
    private bool groundedPlayer;
    private float playerSpeed = 2.0f;
    private float jumpHeight = 1.0f;
    private float gravityValue = -9.81f;

    private void Start()
    {
        controller = gameObject.AddComponent<CharacterController>();
    }

    void Update()
    {
        groundedPlayer = controller.isGrounded;
        if (groundedPlayer && playerVelocity.y < 0)
        {
            playerVelocity.y = 0f;
        }

        Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        controller.Move(move * Time.deltaTime * playerSpeed);

        if (move != Vector3.zero)
        {
            gameObject.transform.forward = move;
        }

        // Changes the height position of the player..
        if (Input.GetButtonDown("Jump") && groundedPlayer)
        {
            playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
        }

        playerVelocity.y += gravityValue * Time.deltaTime;
        controller.Move(playerVelocity * Time.deltaTime);
    }
}
Posted by: Guest on September-10-2020
6

how to add movement in unity

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

public class PlayerMovement : MonoBehaviour
{
    private string moveInputAxis = "Vertical";
    

    public float moveSpeed = 0.1f;
    public Rigidbody rb;
    public bool cubeIsOnTheGround = true;


    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }
    
    // Update is called once per frame
    void Update()
    {
       float moveAxis = Input.GetAxis(moveInputAxis); 

       ApplyInput(moveAxis);

       if(Input.GetButtonDown("Jump") && cubeIsOnTheGround == true)
       {
           rb.AddForce(new Vector3(0, 7, 0), ForceMode.Impulse);
           cubeIsOnTheGround = false;
       } 

    private void ApplyInput(float moveInput)
    {
        Move(moveInput);
    }

    private void Move(float input)
    {
        transform.Translate(Vector3.forward * input * moveSpeed);
    }    

    private void OnCollisionEnter(Collision collision) {
        if(collision.gameObject.tag == "Ground") {
            cubeIsOnTheGround = true;
        }
    }
}
Posted by: Guest on April-10-2020
1

player movement in unity

[SerializeField] float moveSpeed = 25;

Update()
{
	Movement();
}

void Movement()
{
	float xValue = Input.GetAxis("Horizontal") * moveSpeed* Time.deltaTime;
    float yValue = Input.GetAxis("Jump") * moveSpeed* Time.deltaTime;
    float zValue = Input.GetAxis("Vertical") * moveSpeed* Time.deltaTime;
    
    transform.Translate(xValue, yValue, zValue);
}
Posted by: Guest on July-07-2021
0

simple first person camera unioty

//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 December-13-2020

C# Answers by Framework

Browse Popular Code Answers by Language