Character control in X & y

Hi. I very stupid probably, no talent for scripting at all. in return I'm a pretty good artist/producer and somewhat technically orientated.

Anyway I'm in the first phase of my project dev, It's a side scroller and I need to move my player (a little sub) up down left right, and angles up down pressing 2 keys.

I need to have this working so that I can build my levels and run through them. Later I will draft in a coder, but for now I just need to concentrate my efforts on building my assets.

So If someone up there could help me i would greatly appreciate.

thanks.

The PlatformerController is probably not the best option since your sub is not being held to the ground by gravity.

Try attaching the following script to your sub. Also make sure your sub has a Rigidbody component on it, that the Rigidbody's "Is Kinematic" field is checked, and that any other control scripts (such as PlatformerController) have been removed.

EDIT: Here's a sample project showing how to use this script.

// The horizontal speed of the keyboard controls. A higher value will 
// cause the object to move more rapidly.
var keyboardSpeed = 20.0;

// FixedUpdate is a built-in unity function that is called every fixed framerate frame.
// According to the docs, FixedUpdate should be used instead of Update when dealing with a
// Rigidbody.
// See http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.FixedUpdate.html 
// for more information.
function FixedUpdate () {
    // This is where we move the object.

    // Get input from the keyboard, with automatic smoothing (GetAxis instead of GetAxisRaw).
    // We always want the movement to be framerate independent, so we multiply by Time.deltaTime.
    var keyboardX = Input.GetAxis("Horizontal") * keyboardSpeed * Time.deltaTime;
    var keyboardY = Input.GetAxis("Vertical") * keyboardSpeed * Time.deltaTime;

    // Calculate the new position based on the above input.
    // If you want to limit the movement, you can use Mathf.Clamp
    // to limit the allowed range of newPos.x or newPos.y.
    var newPos = rigidbody.position + Vector3(keyboardX, keyboardY, 0.0);

    // Move the object.
    rigidbody.MovePosition(newPos);
}

// Require a Rigidbody component to be attached to the same GameObject.
@script RequireComponent(Rigidbody)

This is a very good staring point, thank you Ehren, hopefully I'll be able to grasp some of it.

So today I've manage to move my little sub on the X axis using the PlatformerControler script from the 2d platform demo. the problem is how to move on the Y axis please help! VIDEO OF THE SUB MOVING

here is the script:

// Does this script currently respond to Input? var canControl = true;

// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints. var spawnPoint : Transform;

class PlatformerControllerMovement { // The speed when walking var walkSpeed = 3.0; // when pressing "Fire1" button (control) we start running var runSpeed = 10.0;

var inAirControlAcceleration = 1.0;

// The gravity for the character
var gravity = 60.0;
var maxFallSpeed = 20.0;

// How fast does the character change speeds?  Higher is faster.
var speedSmoothing = 5.0;

// This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
var rotationSmoothing = 10.0;

// The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
@System.NonSerialized
var direction = Vector3.zero;

// The current vertical speed
@System.NonSerialized
var verticalSpeed = 0.0;

// The current movement speed.  This gets smoothed by speedSmoothing.
@System.NonSerialized
var speed = 0.0;

// Is the user pressing the left or right movement keys?
@System.NonSerialized
var isMoving = false;

// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags; 

// We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
@System.NonSerialized
var velocity : Vector3;

// This keeps track of our current velocity while we're not grounded?
@System.NonSerialized
var inAirVelocity = Vector3.zero;

// This will keep track of how long we have we been in the air (not grounded)
@System.NonSerialized
var hangTime = 0.0;

}

var movement : PlatformerControllerMovement;

// We will contain all the jumping related variables in one helper class for clarity. class PlatformerControllerJumping { // Can the character jump? var enabled = true;

// How high do we jump when pressing jump and letting go immediately
var height = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight = 4.1;

// This prevents inordinarily too quick jumping
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
@System.NonSerialized
var repeatTime = 0.05;

@System.NonSerialized
var timeout = 0.15;

// Are we jumping? (Initiated with jump button and not grounded yet)
@System.NonSerialized
var jumping = false;

@System.NonSerialized
var reachedApex = false;

// Last time the jump button was clicked down
@System.NonSerialized
var lastButtonTime = -10.0;

// Last time we performed a jump
@System.NonSerialized
var lastTime = -1.0;

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartHeight = 0.0;

}

var jump : PlatformerControllerJumping;

private var controller : CharacterController;

// Moving platform support. private var activePlatform : Transform; private var activeLocalPlatformPoint : Vector3; private var activeGlobalPlatformPoint : Vector3; private var lastPlatformVelocity : Vector3;

// This is used to keep track of special effects in UpdateEffects (); private var areEmittersOn = false;

function Awake () { movement.direction = transform.TransformDirection (Vector3.forward); controller = GetComponent (CharacterController); Spawn (); }

function Spawn () { // reset the character's speed movement.verticalSpeed = 0.0; movement.speed = 0.0;

// reset the character's position to the spawnPoint
transform.position = spawnPoint.position;

}

function OnDeath () { Spawn (); }

function UpdateSmoothedMovementDirection () {

var h = Input.GetAxisRaw ("Horizontal");</p>
if (!canControl)
	h = 0.0;

movement.isMoving = Mathf.Abs (h) > 0.1;

if (movement.isMoving)
	movement.direction = Vector3 (h, 0, 0);

// Grounded controls
if (controller.isGrounded) {
	// Smooth the speed based on the current target direction
	var curSmooth = movement.speedSmoothing * Time.deltaTime;

	// Choose target speed
	var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);

	// Pick speed modifier
	if (Input.GetButton ("Fire2") && canControl)
		targetSpeed *= movement.runSpeed;
	else
		targetSpeed *= movement.walkSpeed;

	movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);

	movement.hangTime = 0.0;
}
else {
	// In air controls
	movement.hangTime += Time.deltaTime;
	if (movement.isMoving)
		movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
}

}

function FixedUpdate () { // Make sure we are absolutely always in the 2D plane. transform.position.z = 0;

}

function ApplyJumping () { // Prevent jumping too fast after each other if (jump.lastTime + jump.repeatTime > Time.time) return;

if (controller.isGrounded) {
	// Jump
	// - Only when pressing the button down
	// - With a timeout so you can press the button slightly before landing		
	if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
		movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
		movement.inAirVelocity = lastPlatformVelocity;
		SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
	}
}

}

function ApplyGravity () { // Apply gravity var jumpButton = Input.GetButton ("Jump");

if (!canControl)
	jumpButton = false;

// When we reach the apex of the jump we send out a message
if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
	jump.reachedApex = true;
	SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}

// * When jumping up we don't apply gravity for some time when the user is holding the jump button
//   This gives more control over jump height by pressing the button longer
var extraPowerJump =  jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();

if (extraPowerJump)
	return;
else if (controller.isGrounded)
	movement.verticalSpeed = -movement.gravity * Time.deltaTime;
else
	movement.verticalSpeed -= movement.gravity * Time.deltaTime;

// Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);

}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); }

function DidJump () { jump.jumping = true; jump.reachedApex = false; jump.lastTime = Time.time; jump.lastStartHeight = transform.position.y; jump.lastButtonTime = -10; }

function UpdateEffects () { wereEmittersOn = areEmittersOn; areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;

// By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
if (wereEmittersOn != areEmittersOn) {
	for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
		emitter.emit = areEmittersOn;
	}
}

}

function Update () { if (Input.GetButtonDown ("Jump") && canControl) { jump.lastButtonTime = Time.time; }

UpdateSmoothedMovementDirection();

// Apply gravity
// - extra power jump modifies gravity
ApplyGravity ();

// Apply jumping logic
ApplyJumping ();

// Moving platform support
if (activePlatform != null) {
	var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
	var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
	transform.position = transform.position + moveDistance;
	lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
} else {
	lastPlatformVelocity = Vector3.zero;	
}

activePlatform = null;

// Save lastPosition for velocity calculation.
lastPosition = transform.position;

// Calculate actual motion
var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;

// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
currentMovementOffset *= Time.deltaTime;

// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);

// Calculate the velocity based on the current and previous position.  
// This means our velocity will only be the amount the character actually moved as a result of collisions.
movement.velocity = (transform.position - lastPosition) / Time.deltaTime;

// Moving platforms support
if (activePlatform != null) {
	activeGlobalPlatformPoint = transform.position;
	activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
}

// Set rotation to the move direction	
if (movement.direction.sqrMagnitude > 0.01)
	transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);

// We are in jump mode but just became grounded
if (controller.isGrounded) {
	movement.inAirVelocity = Vector3.zero;
	if (jump.jumping) {
		jump.jumping = false;
		SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);

		var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
		if (jumpMoveDirection.sqrMagnitude > 0.01)
			movement.direction = jumpMoveDirection.normalized;
	}
}	

// Update special effects like rocket pack particle effects
UpdateEffects ();

}

function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.moveDirection.y > 0.01) return;

// Make sure we are really standing on a straight platform
// Not on the underside of one and not falling down from it either!
if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
	activePlatform = hit.collider.transform;	
}

}

// Various helper functions below: function GetSpeed () { return movement.speed; }

function GetVelocity () { return movement.velocity; }

function IsMoving () { return movement.isMoving; }

function IsJumping () { return jump.jumping; }

function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; }

function GetDirection () { return movement.direction; }

function GetHangTime() { return movement.hangTime; }

function Reset () { gameObject.tag = "Player"; }

function SetControllable (controllable : boolean) { canControl = controllable; }

// Require a character controller to be attached to the same game object @script RequireComponent (CharacterController) @script AddComponentMenu ("2D Platformer/Platformer Controller")

I'm very new to Unity myself so bear in mind my suggestion will have all the hallmarks of a newbie, including all the bad coding habits that go with it!

Anyway, it seems to me that the answer should be a lot more straightforward than trying to shoehorn the platformer script in. Our first lesson in Unity started with a simple movement script (forward, back, rotate left, rotate right) for a driving a cube around. I've modified it for 2D movement on the x-y plane. It might be a complete miss, but maybe it will point you in the right direction?

var speed = 10.0;

function Update () {

// Get the horizontal and vertical axis.
// By default they are mapped to the arrow keys.
// The value is in the range -1 to 1

var htranslation = Input.GetAxis ("Horizontal") * speed;
var vtranslation = Input.GetAxis("Vertical") * speed;

// Make it move 10 meters per second instead of 10 meters per frame...
htranslation *= Time.deltaTime;
vtranslation *= Time.deltaTime;

// Move translation along the object's z-axis
transform.Translate (0, 0, htranslation);
transform.Translate (0, vtranslation, 0);
}

Note that pressing multiple keys works but your sub won't turn it's heading to this direction. However, I would assume just using `transform.Rotate` would allow you to do this?

Hope this helps.