fps controller c#
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : MonoBehaviour
{
[SerializeField] float speed = 3f;
[SerializeField] float sensitivity = 150f;
[SerializeField] float jumpHeight = 4f;
[Space]
[SerializeField] Camera cam = null;
[SerializeField] Rigidbody rb;
float clampedXRot;
bool onGround = true;
void Start()
{
rb = GetComponent<Rigidbody>();
}
private void Movement()
{
float _xMove = Input.GetAxis("Horizontal"); // Defines Input Axes
float _zMove = Input.GetAxis("Vertical");
float _xRot = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
float _yRot = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
Vector3 movVert = _zMove * transform.forward;
Vector3 movHor = _xMove * transform.right;
Vector3 velocity = (movHor + movVert) * speed * Time.deltaTime;
Vector3 rotation = new Vector3(0f, _yRot, 0f);
clampedXRot += _xRot;
clampedXRot = Mathf.Clamp(clampedXRot, -90f, 90f);
transform.Rotate(rotation);
rb.MovePosition(rb.position + velocity);
cam.transform.localRotation = Quaternion.Euler(clampedXRot, 0f, 0f); // Parent the camera to the player and reset the transform
}
void Jump()
{
if (Input.GetButton("Jump"))
{
if (onGround == true)
{
rb.velocity = new Vector3(0f, jumpHeight, 0f);
onGround = false;
}
}
}
void FixedUpdate()
{
if (transform != null)
{
Movement();
Jump();
}
}
private void OnCollisionEnter(Collision collision) // Give the ground the tag "Ground"
{
if (collision.collider.tag == "Ground")
{
onGround = true;
}
}
}