FPS Walker help...

i know this is not the place to write this but i see on of the admins commented here. so i have been having problems with my FPSwaler it want let me spin or look up or down whats wrong with it???
var speed = 6.0;
var jumpSpeed = 8.0;
var gravity = 20.0;

private var moveDirection = Vector3.zero;
private var grounded : boolean = false;
private var lastYSpeed : float = 0;

function FixedUpdate() {
if (grounded)
{
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis(“Horizontal”), 0, Input.GetAxis(“Vertical”));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;

if (Input.GetButton (“Jump”)) {
moveDirection.y = jumpSpeed;
}

// On the ground
lastYSpeed = 0;
}
else
{
// We are in the air, maintain lastYSpeed
moveDirection = new Vector3(Input.GetAxis(“Horizontal”), lastYSpeed, Input.GetAxis(“Vertical”));
moveDirection = transform.TransformDirection(moveDirection);

// Remove speed factor from influencing Y value
moveDirection.x *= speed;
moveDirection.z *= speed;
}

// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
lastYSpeed = moveDirection.y;

// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags CollisionFlags.CollidedBelow) != 0;
}

@script RequireComponent(CharacterController)

you need the mouse look script as well to make it look around.

The FPS Walker is for walking, Mouse Look is for looking.

o wow i fell stupid

can anyone give me the mouse look script please :?:

Componant → Camera-Control → Mouse Look

ya i no that but i deleted it so now the hole program is having problems. i tried deleting every unity thing i had and downloading it again but it didnt work so i have to look online for the standard scripts

Try re-importing the standard assets package.

Assets → Import package

nope didnt work. if u have unity can u click on the mouselook script and then click edit, highlight the script and paste it on here?

Sure. Good luck.

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

i still keep getting error messages :/[/img]