I am making a game and these 2 separate characters are moving in unison
the is the frist ones srcipt thats supposed to only be key board
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Movement")]
public float moveSpeed;
public float groundDrag;
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
bool readyToJump;
[Header("Keybinds")]
public KeyCode jumpKey = KeyCode.Space;
[Header("Ground Check")]
public float playerHeight;
public LayerMask whatIsGround;
bool grounded;
public Transform orientation;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;
private void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
}
private void Update()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
ResetJump();
if (grounded){
rb.drag = groundDrag;
}
else {
rb.drag = 0;
}
}
private void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
if(Input.GetKey(jumpKey) && readyToJump && grounded){
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}
}
private void MovePlayer()
{
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if(grounded){
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
}
else if(!grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
}
private void SpeedControl(){
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
if(flatVel.magnitude > moveSpeed){
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
}
private void Jump(){
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump(){
readyToJump = true;
}
}
and this is the controllers (esecially CharacterController.move)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Example : MonoBehaviour
{
private CharacterController controller;
private Vector3 playerVelocity;
private bool groundedPlayer;
[SerializeField]
private float playerSpeed = 2.0f;
[SerializeField]
private float jumpHeight = 1.0f;
[SerializeField]
private float gravityValue = -9.81f;
private void Start()
{
controller = gameObject.GetComponent<CharacterController>();
}
void Update()
{
groundedPlayer = controller.isGrounded;
if (groundedPlayer && playerVelocity.y < 0)
{
playerVelocity.y = 0f;
}
Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
controller.Move(move * Time.deltaTime * playerSpeed);
if (move != Vector3.zero)
{
gameObject.transform.forward = move;
}
// Changes the height position of the player..
if (Input.GetButtonDown("Jump") && groundedPlayer)
{
playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
}
playerVelocity.y += gravityValue * Time.deltaTime;
controller.Move(playerVelocity * Time.deltaTime);
}
}