I just started coding a few days ago and I’m trying to develop a first person game I found a tutorial on Youtube to help me get started, I was able to figure out all the other Movements excepts how to Jump. I was wondering what I had to add to my Character Controller to make that possible. Here is My code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playercontroller : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 6.0f;
[SerializeField] float gravity = -13.0f;
[SerializeField][Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[SerializeField][Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
[SerializeField] bool lockCursor = true;
float cameraPitch = 0.0f;
float velocityY = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if(lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetmouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetmouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if(controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
}
}
,