Diagonal speed limit in input manager & how to paste number of lines when ctrl v?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class PlayerMovement : MonoBehaviour
{
Rigidbody rb;
[SerializeField] float movementSpeed = 5f;
[SerializeField] float jumpForce = 5f;
// Start is called before the first frame update
void Start()
{
rb = GetComponent();
}
// Update is called once per frame
void Update()
{
//대각선 문제 해결하려다 속도가 너무 빨라져 버림 왜 그럴까?!
float moveX = Input.GetAxis(“Horizontal”);
float moveZ = Input.GetAxis(“Vertical”);

Vector3 moveDir = new Vector3(moveX, moveZ).normalized;
// Vector3 moveDir = new Vector3(moveX,jumpForce moveZ).normalized; doesn’t work too.
rb.velocity = new Vector3(moveX * movementSpeed, rb.velocity.y, moveZ * movementSpeed);
if (Input.GetButtonDown (“Jump”))
{
rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);
}
//var vel = rb.velocity;
}
}

Hi,I tried to normalize the character’s diagonal movement speed on 3D, but it does not work.
Seems like I used ‘.normalized’ at wrong way,

how can I use .normalize to limit my character’s diagonal speed same as horizontal and vertical movement speed?

horizontal speed = 5
diagonal speed = 7.071068

Furthermore, how can I indicate the number of line at left side when I ctrl C and V it to ask like this case?

Now I am on the first step of Unity #1. Not be anger, help me sir.

  1. For your final question: Code-Tags: Using code tags properly - Unity Forum
  2. For normalizing: You’ve normalizing ‘moveDir’, but never actually using it (you’re still using moveX & moveZ when setting the rb-velocity).

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

You may edit your post above.

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

If you have no idea what your code is doing, go fix that first. Here’s how:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

Thank you for detailed explanation! I will reupload this question followed by your description soon!