C# Player Controller with WSAD keys.

I am sort of new to C# scripting and I am wanting to make my player move using the WSAD keys. I was able to get my player moving however when I try to move forward it acts like there is a barrier, I have searched far and wide on the Scripting API to try and find a solution. If anyone could help me that would be amazing, thank you.
:slight_smile:

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

 [RequireComponent (typeof(Rigidbody))]
 public class PlayerController : MonoBehaviour {

     public float movementSpeed = 5.0f;

     void Start () {
         
     }
     
     void Update () {

        Rigidbody rigidbody = GetComponent<Rigidbody>();

         if(Input.GetKey(KeyCode.W)) {
             transform.position += Vector3.forward * Time.deltaTime * movementSpeed;
         }
         else if(Input.GetKey(KeyCode.S)) {
             rigidbody.position += Vector3.back * Time.deltaTime * movementSpeed;
         }
         else if(Input.GetKey(KeyCode.A)) {
             rigidbody.position += Vector3.left * Time.deltaTime * movementSpeed;
         }
         else if(Input.GetKey(KeyCode.D)) {
             rigidbody.position += Vector3.right * Time.deltaTime * movementSpeed;
         }
     }
 }

Well something I noticed is that you should be using transform.forward instead of Vector3. Currently you are moving forward in Global space and not the players forward looking direction.
(This applies to all directions not just forward)

This might be intentional but I just want to point that out.

1 Like

Okay thanks for the input. ^~^ I will try that out and see what happens.

I attempted to use transform.forward and transform.right and all this is doing is moving the player upwards in the air slightly then rebounding it back towards the camera. I’m assuming I formatted something wrong along the way?

```csharp
** using UnityEngine;[/B]
[B]
using System.Collections;
using System.Collections.Generic;
[RequireComponent (typeof(Rigidbody))]
public class PlayerController : MonoBehaviour
{
public float movementSpeed = 5.0f;
public Rigidbody rb;
void Start ()
{
rb = GetComponent();
}

 void Update ()
{
if(Input.GetKey(KeyCode.W))
{
        transform.position += transform.forward * movementSpeed * Time.deltaTime;
    }
    else if(Input.GetKey(KeyCode.S))
{
        transform.position -= transform.forward * movementSpeed * Time.deltaTime;
    }
    else if(Input.GetKey(KeyCode.A))
{
        transform.position -= transform.right * movementSpeed * Time.deltaTime;
    }
    else if(Input.GetKey(KeyCode.D))
{
        transform.position += transform.right * movementSpeed * Time.deltaTime;
    }
 }

}**
```

So I figured out what it is I needed to do. All I needed to do apparently was use Input.GetAxis and use the Horizontal and Vertical Axes. I just needed to go into the Project Setting > Input and edit the positive and negative alternate buttons to null. Here is my ending code as a result.

```csharp
**using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {

//Public Variables\\

public float speed;

//Private Variables\\

private Rigidbody rb;

//Initiate at first frame of game\\

void Start ()
{
    //Calling Components\\

    rb = GetComponent<Rigidbody> ();
}

//Initiate at a set time\\

void FixedUpdate ()
{
    //Movement Controls\\

    float moveHorizontal = Input.GetAxis ("Horizontal");
    float moveVertical = Input.GetAxis ("Vertical");

    Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    rb.AddForce (movement * speed);
}

//Pick-up Collision\\

void OnTriggerEnter (Collider other)
{
    if (other.gameObject.CompareTag ("Pick Up"))
    {
        other.gameObject.SetActive (false);
    }
}

}**
```

1 Like

Yep, you figured it out. Nicely done! (Though if you could refrain from centering and coloring your posts, that’d be even better! :))

1 Like

Okay I will work on not doing that. :slight_smile: My apologies.

1 Like

Thanks ^^

  • using System.Collections.Generic;
  • using UnityEngine;
    • public class PlayerController : MonoBehaviour {
    • //Public Variables\
    • public float speed;
    • //Private Variables\
    • private Rigidbody rb;
    • //Initiate at first frame of game\
    • void Start ()
  • {
  • //Calling Components\
    • rb = GetComponent ();
  • }
    • //Initiate at a set time\
    • void FixedUpdate ()
  • {
  • //Movement Controls\
    • float moveHorizontal = Input.GetAxis (“Horizontal”);
  • float moveVertical = Input.GetAxis (“Vertical”);
    • Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
    • rb.AddForce (movement * speed);
  • }
    • //Pick-up Collision\
    • void OnTriggerEnter (Collider other)
  • {
  • if (other.gameObject.CompareTag (“Pick Up”))
  • {
  • other.gameObject.SetActive (false);
  • }
  • }
  • }

THANX BruHDER

I have a question, what does the 0.0f do?? and what does the rb.AddForce (movement * speed); line do?

Please don’t necro post for basic API and C# learning questions. Start with tutorials, lots of tutorials.

  • 0.0f is a single precision constant

  • the AddForce() call is an instance method on a Rigidbody.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

hi, why dont you try to give some jump imputs to the playercontroller

So it appears you didn’t read the post above that replied about necroing the thread. You’ve essentially done the same thing. Please don’t necro posts. The original post is from 6 years ago and it’s long dead.

Thanks.