Ok so I watched the brackys video to get third person movement working, but we want our character to accelerate and slide when stopped (he is wearing skates)
How would we change this script to make that happen?
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class movement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6;
public float gravity = -9.81f;
public float jumpHeight = 3;
Vector3 velocity;
bool isGrounded;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
float turnSmoothVelocity;
public float turnSmoothTime = 0.1f;
void Start()
{
}
void Update()
{
//jump
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
if (Input.GetButtonDown("Jump"))
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
//gravity
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
//walk
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
if(direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}