Im making a 3d game in unity, and so I made a cs script for movement of my charecter, walking and moveing the camera works fine, however when i added the jump function, it had a delay. You could press the jump button 5 times, with no result. Then you press it again, and it jumps. I cant figure out why this does this.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController characterController;
public int speed = 6;
public float gravity = 9.87f;
private float verticalspeed = 0;
private Vector3 moveDirection = Vector3.zero;
public Transform Camera;
public float Sensitivity = 2f;
public float uplimit = -50;
public float downlimit = -50;
public float jumpspeed = 5.0f;
void Update()
{
move();
cameramove();
void cameramove()
{
float horizontal = Input.GetAxis("Mouse X");
float vertical = Input.GetAxis("Mouse Y");
transform.Rotate(0, horizontal * Sensitivity, 0);
Camera.Rotate(-vertical * Sensitivity, 0, 0);
Vector3 currentRotation = Camera.localEulerAngles;
if (currentRotation.x > 180) currentRotation.x -= 360;
currentRotation.x = Mathf.Clamp(currentRotation.x, uplimit, downlimit);
Camera.localRotation = Quaternion.Euler(currentRotation);
}
void move()
{
float horizontalMove = Input.GetAxis("Horizontal");
float verticalMove = Input.GetAxis("Vertical");
if (characterController.isGrounded) verticalspeed = 0;
else verticalspeed -= gravity * Time.deltaTime;
Vector3 gravityMove = new Vector3(0, verticalspeed, 0);
Vector3 move = transform.forward * verticalMove + transform.right * horizontalMove;
characterController.Move(speed * Time.deltaTime * move + gravityMove * Time.deltaTime);
if (characterController.isGrounded && Input.GetButton("Jump"))
{
moveDirection.y = jumpspeed;
}
moveDirection.y -= gravity * Time.deltaTime;
characterController.Move(moveDirection * Time.deltaTime);
}
}
}
Assuming your character has a RigidBody assigned to it, you can refer it on your script as,
public class PlayerMovement : MonoBehaviour
{
private Rigidbody myrigidbody;
void Start () {
myrigidbody = GetComponent<Rigidbody>();
}
}
Then you can pass the jumpspeed as a Vector3, and probably you might have to trigger your animation here as well.
if (characterController.isGrounded && Input.GetButton("Jump"))
{
characterController.isGrounded = false;
myrigidbody.AddForce(new Vector3(0, jumpspeed, 0));
// Trigger your animation, myanimator.SetTrigger("jump");
}
Unity character controller move documentation also contains jump function.
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);
}
}
Related
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class teleporttospawn : MonoBehaviour
{
public GameObject player; /// player
public Transform fps; /// also player
private void OnTriggerEnter(Collider other)
{
Debug.Log("teleport succes.");
fps.transform.position = new Vector3(-3.82f, 1.08f, -1.69f); // DONT WORK
player.transform.position = new Vector3(-3.82f, 1.08f, -1.69f); //DONT WORK
}
}
I have two players in the script above because I tried to move it in two ways but nothing worked
So I tried to set the object to vector3 and try to move the player to the object, so nothing comes out
I need teleport player when he triger the collider. Debug.Log work but transform.position dont work.
Its dosent work from this script -> fpscontroller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class 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;
public GameObject tp;
private void OnTriggerEnter(Collider collision)
{
if (collision.gameObject.CompareTag("tp"))
{
while(transform.position != tp.transform.position)
{
Debug.Log("teleport succes.");
gameObject.transform.position = tp.transform.position;
}
}
}
void Start()
{
transform.position = gameObject.transform.position;
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);
}
}
}
I have began developing an fps script and followed a tutorial to help with the script. Everything works great now but the only issue is any objects in the view seem to stutter whenever the player is moving and rotating at the same time.
The script for the player's movement and camera rotation is below.
Can anybody point me in the right direction?
Thank you.
{
public Transform cam;
public Rigidbody rb;
public float camRotationSpeed = 5f;
public float camMinimumY = -60f;
public float camMaximumY = 75f;
public float rotationSmoothSpeed = 10f;
public float walkSpeed = 9f;
public float runSpeed = 14f;
public float maxSpeed = 20f;
public float jumpPower = 30f;
public float extraGravity = 45;
float bodyRotationX;
float camRotationY;
Vector3 directionIntentX;
Vector3 directionIntentY;
float speed;
public bool grounded;
void Update()
{
LookRotation();
Movement();
ExtraGravity();
GroundCheck();
if(grounded && Input.GetButtonDown("Jump"))
{
Jump();
}
}
void LookRotation()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
bodyRotationX += Input.GetAxis("Mouse X") * camRotationSpeed;
camRotationY += Input.GetAxis("Mouse Y") * camRotationSpeed;
camRotationY = Mathf.Clamp(camRotationY, camMinimumY, camMaximumY);
Quaternion camTargetRotation = Quaternion.Euler(-camRotationY, 0, 0);
Quaternion bodyTargetRotation = Quaternion.Euler(0, bodyRotationX, 0);
transform.rotation = Quaternion.Lerp(transform.rotation, bodyTargetRotation, Time.deltaTime * rotationSmoothSpeed);
cam.localRotation = Quaternion.Lerp(cam.localRotation, camTargetRotation, Time.deltaTime * rotationSmoothSpeed);
}
void Movement()
{
directionIntentX = cam.right;
directionIntentX.y = 0;
directionIntentX.Normalize();
directionIntentY = cam.forward;
directionIntentY.y = 0;
directionIntentY.Normalize();
rb.velocity = directionIntentY * Input.GetAxis("Vertical") * speed + directionIntentX * Input.GetAxis("Horizontal") * speed + Vector3.up * rb.velocity.y;
rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxSpeed);
if (Input.GetKey(KeyCode.LeftShift))
{
speed = runSpeed;
}
if (!Input.GetKey(KeyCode.LeftShift))
{
speed = walkSpeed;
}
}
void ExtraGravity()
{
rb.AddForce(Vector3.down * extraGravity);
}
void GroundCheck()
{
RaycastHit groundHit;
grounded = Physics.Raycast(transform.position, -transform.up, out groundHit, 1.25f);
}
void Jump()
{
rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse);
}
}
This probably happens because the frame needs to update the camera rotation and the player position at the same time. i would suggest doing the rotation of the camera in fixed update. because this will run at the end of each frame.
like this:
void FixedUpdate()
{
LookRotation();
}
another thing i would suggest is to move the player while the groundcheck is being ran, because if you do it seperately i can see a bug coming up when the player moves faster then the code can run or something. so a tip would be or to run it inside the movement method, or call the method while you are calling the movement method.
this:
void Movement()
{
directionIntentX = cam.right;
directionIntentX.y = 0;
directionIntentX.Normalize();
directionIntentY = cam.forward;
directionIntentY.y = 0;
directionIntentY.Normalize();
rb.velocity = directionIntentY * Input.GetAxis("Vertical") * speed + directionIntentX * Input.GetAxis("Horizontal") * speed + Vector3.up * rb.velocity.y;
rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxSpeed);
if (Input.GetKey(KeyCode.LeftShift))
{
speed = runSpeed;
}
if (!Input.GetKey(KeyCode.LeftShift))
{
speed = walkSpeed;
}
GroundCheck();
}
or litteraly copy and paste the code within your movement method.
I just started my adventure with unity and I got stuck.
I need to make my character turn on animation walk when I press "W" and when there is no any key pressed stop and do Idle animation for being not moved (Sorry for my english I'm not a native speaker) and then when I press space char should jump and use jump anim my char actually move and jump but repeat only one animation even when I don't press any key.
Further, I want to make Climbing, Ledge Climb, character falling from the edge, etc smth like in Assassin's Creed. I want to animation play on keypress.I just start to figure it out using transition but still luck of results
I'm not sure what should I change, need a help.
using UnityEngine;
using System.Collections;
public class PlayerController2 : MonoBehaviour
{
public float walkSpeed = 20;
public float runSpeed = 40;
public float gravity = -80;
public float jumpHeight = 15;
[Range(0, 1)]
public float airControlPercent;
public float turnSmoothTime = 0.2f;
float turnSmoothVelocity;
public float speedSmoothTime = 0.1f;
float speedSmoothVelocity;
float currentSpeed;
float velocityY;
Animator animator;
Transform cameraT;
CharacterController controller;
void Start()
{
animator = GetComponent<Animator>();
cameraT = Camera.main.transform;
controller = GetComponent<CharacterController>();
}
void Update()
{
// input
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector2 inputDir = input.normalized;
bool running = Input.GetKey(KeyCode.LeftShift);
Move(inputDir, running);
if (Input.GetKeyDown(KeyCode.Space))
{
Jump();
}
// animator
float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
}
void Move(Vector2 inputDir, bool running)
{
if (inputDir != Vector2.zero)
{
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
velocityY += Time.deltaTime * gravity;
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
currentSpeed = new Vector2(controller.velocity.x, controller.velocity.z).magnitude;
if (controller.isGrounded)
{
velocityY = 0;
}
}
void Jump()
{
if (controller.isGrounded)
{
float jumpVelocity = Mathf.Sqrt(-2 * gravity * jumpHeight);
velocityY = jumpVelocity;
}
}
float GetModifiedSmoothTime(float smoothTime)
{
if (controller.isGrounded)
{
return smoothTime;
}
if (airControlPercent == 0)
{
return float.MaxValue;
}
return smoothTime / airControlPercent;
}
}
I have figured out how to get fbx animations working in Unity for my character in my adventure game, but now I wish to have my character's running animation move with its speed of motion being in relation to the input of the control stick on an xbox controller.
In addition, when I add a walking animation in the future I wish to make a threshold for the control stick input so that the character walks when there is minimal input from the control stick and running when there is more input from the control stick. Any advice?
Here is my code.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCharacterController : MonoBehaviour {
static Animator anim;
public bool walking;
public GameObject playerModel, Hero;
//Transforms
public Transform playerCam, character, centerPoint;
private Vector3 moveDirection;
//character controller declaration
CharacterController player;
//Mouse Rotation
private float rotX, rotY;
//Mouse Y Position
public float mouseYPosition = 1f;
//Mouse Sensitivity
public float Sensitivity = 10f;
//Mouse Zoom
private float zoom;
public float zoomSpeed = 2;
//Clamping Zoom
public float zoomMin = -2f;
public float zoomMax = -10f;
public float rotationSpeed = 5f;
//Move Front Back left & Right
private float moveFB, moveLR;
//Movement Speed
public float Speed = 2f;
//Velocity of Gravity
public float verticalVelocity;
//Jump Distance
public float jumpDist = 5f;
//Multiple Jumps
int jumpTimes;
//To use with Dialogue Manager
public DialogueManager DiagM;
public AudioClip jumpSound;
public AudioClip HurtSound;
AudioSource audioSource;
//knockback
public float knockBackForce;
public float knockBackTime;
private float knockBackCounter;
// Use this for initialization
void Start ()
{
//character controller
player = GameObject.Find("Player").GetComponent<CharacterController> ();
anim = GetComponent<Animator>();
//mouse zoom
zoom = -3;
centerPoint.transform.position = playerCam.transform.position;
centerPoint.transform.parent = null;
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update ()
{
//if (DiagM.StartDialogue)
//{ return; }
//Mouse Zoom Input
zoom += Input.GetAxis ("Mouse ScrollWheel") * zoomSpeed;
if (zoom > zoomMin)
zoom = zoomMin;
if (zoom < zoomMax)
zoom = zoomMax;
//Mouse Camera Input
playerCam.transform.localPosition = new Vector3 (0, 0, zoom);
//Mouse Rotation
rotX += Input.GetAxis ("Mouse X") * Sensitivity;
rotY -= Input.GetAxis ("Mouse Y") * Sensitivity;
//Clamp Camera
rotY = Mathf.Clamp (rotY, -60f, 60f);
playerCam.LookAt (centerPoint);
centerPoint.localRotation = Quaternion.Euler (rotY, rotX, 0);
//Movement Speed
if (knockBackCounter <= 0)
{
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = moveDirection * Speed;
moveDirection.y = verticalVelocity;
player.Move(moveDirection * Time.deltaTime);
//Movement Rotation
centerPoint.position = new Vector3 (character.position.x, character.position.y + mouseYPosition, character.position.z);
//knockback disable
//Movement Input
if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
{
transform.rotation = Quaternion.Euler(0f, centerPoint.rotation.eulerAngles.y, 0f);
Quaternion turnAngle = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, turnAngle, Time.deltaTime * rotationSpeed);
if (player.isGrounded == true)
{
anim.Play("Running");
}
}
else
{
if (player.isGrounded == true)
{ anim.Play("Idle"); }
}
if (player.isGrounded == true)
{
jumpTimes = 0;
verticalVelocity = -Physics.gravity.y * Time.deltaTime;
}
else
{
verticalVelocity += Physics.gravity.y * Time.deltaTime;
}
if (Input.GetButtonDown("Submit"))
{
anim.Play("Hello");
}
if (jumpTimes < 1)
{
if (Input.GetButtonDown("Jump"))
{
verticalVelocity += jumpDist;
anim.Play("Jump");
audioSource.PlayOneShot(jumpSound, 1F);
jumpTimes += 1;
}
}
}
else
{
knockBackCounter -= Time.deltaTime;
}
}
public void Knockback(Vector3 direction)
{
knockBackCounter = knockBackTime;
anim.SetTrigger("isJumping");
audioSource.PlayOneShot(HurtSound, 50F);
moveDirection = direction * knockBackForce;
moveDirection.y = knockBackForce;
}
}
Here is my virtual joystick controller script. Now how can i use this for control fps character controller movement both forward and side?
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
public class JoyStickController : MonoBehaviour , IDragHandler, IPointerUpHandler ,IPointerDownHandler{
private Image bgImg;
private Image joyStickImg;
public Vector3 InputDirection{ set; get; }
// Use this for initialization
void Start () {
bgImg = GetComponent<Image> ();
joyStickImg = transform.GetChild (0).GetComponent<Image> ();
InputDirection = Vector3.zero;
}
public virtual void OnDrag(PointerEventData ped){
Vector2 pos = Vector2.zero;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle (bgImg.rectTransform,
ped.position, ped.pressEventCamera, out pos)) {
pos.x = (pos.x / (bgImg.rectTransform.sizeDelta.x));
pos.y = (pos.y / (bgImg.rectTransform.sizeDelta.y));
float x = (bgImg.rectTransform.pivot.x == 1) ? pos.x * 2 + 1 : pos.x * 2 - 1;
float y = (bgImg.rectTransform.pivot.y == 1) ? pos.y* 2 + 1 : pos.y * 2 - 1;
InputDirection = new Vector3 (x, 0, y);
InputDirection = (InputDirection.magnitude > 1) ? InputDirection.normalized : InputDirection;
joyStickImg.rectTransform.anchoredPosition = new Vector3 (InputDirection.x * (bgImg.rectTransform.sizeDelta.x / 3)
, InputDirection.z * (bgImg.rectTransform.sizeDelta.y / 3));
}
}
public virtual void OnPointerDown(PointerEventData ped){
OnDrag (ped);
}
public virtual void OnPointerUp(PointerEventData ped){
InputDirection = Vector3.zero;
joyStickImg.rectTransform.anchoredPosition = Vector3.zero;
Debug.Log("Unpress");
}
public float Horizontal()
{
if (InputDirection.x != 0)
return InputDirection.x;
else
return Input.GetAxis("Horizontal");
}
public float Vertical()
{
if (InputDirection.z != 0)
return InputDirection.z;
else
return Input.GetAxis("Vertical");
}
}
Here is my virtual joystick controller script. Now how can I use this for control fps character controller movement both forward and side?
FPS uses CharacterController. You move CharacterController with CharacterController.Move and the Move function take Vector3 as parameter.
All you have to do is pass in InputDirection from your Visual Joystick to the Move parameter.
float speed = 20;
CharacterController controller = GetComponent<CharacterController>();
controller.Move(InputDirection * speed * Time.deltaTime);
Or
Use the Horizontal() and Vertical() functions from your Visual Joystick.
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
void Update() {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Horizontal(), 0, Vertical());
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}