I have a character controller that allows the user to fly around, however the player can move through walls even though I have a collider attached to the player. Would anyone happen to know what the problem is and how to mend it? Thanks for any help! Here is my code:
using UnityEngine;
using System.Collections;
public class FlyCam : MonoBehaviour
{
public float mainSpeed = 10f; // Regular speed.
public float shiftAdd = 25f; // Multiplied by how long shift is held. Basically running.
public float maxShift = 100f; // Maximum speed when holding shift.
float camSens = .35f; // Camera sensitivity by mouse input.
private Vector3 lastMouse = new Vector3(Screen.width / 2, Screen.height / 2, 0); // Kind of in the middle of the screen, rather than at the top (play).
private float totalRun = 1.0f;
void Update()
{
// Mouse input.
lastMouse = Input.mousePosition - lastMouse;
lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0);
lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0);
transform.eulerAngles = lastMouse;
lastMouse = Input.mousePosition;
// Keyboard commands.
Vector3 p = getDirection();
if (Input.GetKey(KeyCode.LeftShift))
{
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else
{
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
Vector3 newPosition = transform.position;
if (Input.GetKey(KeyCode.V))
{ //If player wants to move on X and Z axis only
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
}
else
{
transform.Translate(p);
}
}
private Vector3 getDirection()
{
Vector3 p_Velocity = new Vector3();
if (Input.GetKey(KeyCode.W))
{
p_Velocity += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.S))
{
p_Velocity += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.A))
{
p_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.D))
{
p_Velocity += new Vector3(1, 0, 0);
}
if (Input.GetKey(KeyCode.R))
{
p_Velocity += new Vector3(0, 1, 0);
}
if (Input.GetKey(KeyCode.F))
{
p_Velocity += new Vector3(0, -1, 0);
}
return p_Velocity;
}
public void resetRotation(Vector3 lookAt)
{
transform.LookAt(lookAt);
}
}