How i do 2d movement

Yesterday i stardet with programming games i wanted to make a 2d game but i dont know how to do 2d movement and i watched yt but it never worked here are 2 scripts that i use now but it dont work i cant walk jump or crouch

This script is downloaded (CharacterController2D

using UnityEngine;

using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour

{

[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.

[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%

[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement

[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;

[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character

[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.

[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings

[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching

const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded

private bool m_Grounded; // Whether or not the player is grounded.

const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up

private Rigidbody2D m_Rigidbody2D;

private bool m_FacingRight = true; // For determining which way the player is currently facing.

private Vector3 m_Velocity = Vector3.zero;

[Header(“Events”)]

[Space]

public UnityEvent OnLandEvent;

[System.Serializable]

public class BoolEvent : UnityEvent { }

public BoolEvent OnCrouchEvent;

private bool m_wasCrouching = false;

private void Awake()

{

m_Rigidbody2D = GetComponent();

if (OnLandEvent == null)

OnLandEvent = new UnityEvent();

if (OnCrouchEvent == null)

OnCrouchEvent = new BoolEvent();

}

private void FixedUpdate()

{

bool wasGrounded = m_Grounded;

m_Grounded = false;

// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground

// This can be done using layers instead but Sample Assets will not overwrite your project settings.

Collider2D[ ] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);

for (int i = 0; i < colliders.Length; i++)

{

if (colliders*.gameObject != gameObject)*
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}

public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}

//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{

// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}

// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;

// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;

if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}

// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

// If the input is moving the player right and the player is facing left…
if (move > 0 && !m_FacingRight)
{
// … flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && m_FacingRight)
{
// … flip the player.
Flip();
}
}
// If the player should jump…
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}

private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;

// Multiply the player’s x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}

From me (PlayerMovement)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour{

public CharacterController2D controller;

public float runSpeed = 40f;

float horizontalMove = 0f;
bool jump = false;
bool crouch = false;

void Update(){
horizontalMove = Input.GetAxisRaw(“Horizontal”) * runSpeed;

if (Input.GetButtonDown(“Jump”))
{
jump = true;
}

if (Input.GetButtonDown(“Crouch”))
{
crouch = true;
} else if (Input.GetButtonUp(“Crouch”))
{
crouch = false;
}
}

void Fixedupdate (){
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
}

That 2 scripts i used and unity give me 3 errors that i dont know what it mean. I can start the game but dont walk

Use code tags when posting code, it’s easier to read. Those 3 errors have nothing to do with your script, I recommend you follow a tutorial for now, you’re probably missing something.

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