Answers for "3d movement unity"

16

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
16

movement script c#

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 June-05-2020
2

unity 3d movement script 2020

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class PlayerController : MonoBehaviour
{
    CharacterController characterController;
    public float MovementSpeed =1;
    public float Gravity = 9.8f;
    private float velocity = 0;
 
    private void Start()
    {
        characterController = GetComponent<CharacterController>();
    }
 
    void Update()
    {
        // player movement - forward, backward, left, right
        float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
        float vertical = Input.GetAxis("Vertical") * MovementSpeed;
        characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
 
        // Gravity
        if(characterController.isGrounded)
        {
            velocity = 0;
        }
        else
        {
            velocity -= Gravity * Time.deltaTime;
            characterController.Move(new Vector3(0, velocity, 0));
        }
    }
}
Posted by: Guest on November-06-2020
8

unity move character

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [SerializeField] private float speed = 5.0f;

    private void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");
        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));
    }
}
Posted by: Guest on June-30-2020
7

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
3

unity movement

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

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