First Person Controller - deceleration

Smoothing movement between any two particular values:

You have currentQuantity and desiredQuantity.

  • only set desiredQuantity
  • the code always moves currentQuantity towards desiredQuantity
  • read currentQuantity for the smoothed value

Works for floats, Vectors, Colors, Quaternions, anything continuous or lerp-able.

The code: SmoothMovement.cs · GitHub

If you just want a Basic First Person controller, here’s one:

That one has run, walk, jump, slide, crouch… it’s crazy-nutty!!

(It relies on the natural smoothing in the Input.GetAxis() rules however)