My first person character controller has an issue. When I walk forward, it tries to finish off your second footstep for you. For example: When I press w for 1 second, it continues walking for another half a second despite me not doing anything. Do you know how to solve this?
I don’t know if this is update delay but no matter my graphical settings (I can run the project at 150+ FPS) it has some delay from when I lift my finger off the w key to the controller stopping. How do I solve tihs?
Hey I just fixed it you have to get into the (i am using ridigbody firstperson )
[Serializable]
public class AdvancedSettings
{
public float groundCheckDistance = 0.1f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
public float stickToGroundHelperDistance = 1f; // stops the character
public float slowDownRate = 2f; // rate at which the controller comes to a stop when there is no input
public bool airControl; // can the user control the direction that is being moved in the air
[Tooltip("set it to 0.1 or more if you get stuck in wall")]
public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
}
i changed it to this so it works for me. If you want to this “head juming” just delete head bob or so. hope i could help