How to make a 3D character move?

Howdy guys c: Very newbie question here, trying to teach myself Unity.

Made a stock character and gave him an idle and a walk animation for now, but I can’t seem to figure out how to make him move with the WASD keys. My endgame goal is to be able to walk, jump, and maybe dodge roll if I can clear that hurdle, but for now my character is forever doing the idle shuffle.

Is there a walkthrough that covers this that I missed, or does anyone have some advice?

Been banging my head against my keyboard for awhile :s

My advice is using a CharacterController, because it is the least trouble for a beginner. The sample script on the unity docs already has a jump attached. So if you want to use it add a CharacterController component to your object and and this script:

For a simpler movement, maybe useful in other games, you could set the position of the transform directly:

void Update ()
{
    float horizontal = Input.GetAxis("Horizontal");
    float vertical = Input.GetAxis("Vertical");
    float speed = 5.0f;
    transform.position = new Vector3(horizontal,0,vertical) * speed * Time.deltaTime;
}

So this way of moving is very very basic, but it will give you an idea of how you can retrieve axis input to control your character.

→ Code to make player move

Make a new script named PlayerMovement.cs, fill it using this code:

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

[RequireComponent( typeof(CharacterController) )]
public class PlayerMovement : MonoBehaviour
{
	[SerializeField] float _speed = 25.0f;
	[SerializeField] float _jumpSpeed = 8.0f; 
	[SerializeField] float _gravity = 20.0f;
	[SerializeField] float _sensitivity = 5f;
	CharacterController _controller;
	float _horizontal, _vertical;
	float _mouseX, _mouseY;
	bool _jump;
	
	// use this for initialization
	void Awake ()
	{
		_controller = GetComponent<CharacterController>();
	}

	// screen drawing update - read inputs here
	void Update ()
	{
		_horizontal = Input.GetAxis("Horizontal");
		_vertical = Input.GetAxis("Vertical");
		_mouseX = Input.GetAxis("Mouse X");
		_mouseY = Input.GetAxis("Mouse Y");
		_jump = Input.GetButton("Jump");
	}
	
	// physics simulation update - apply physics forces here
	void FixedUpdate ()
	{
		Vector3 moveDirection = Vector3.zero;

		// is the controller on the ground?
		if( _controller.isGrounded )
		{
			// feed moveDirection with input.
			moveDirection = new Vector3( _horizontal , 0 , _vertical );
			moveDirection = transform.TransformDirection( moveDirection );

			// multiply it by speed.
			moveDirection *= _speed;
			
			// jumping
			if( _jump )
				moveDirection.y = _jumpSpeed;
		}

		float turner = _mouseX * _sensitivity;
		if( turner!=0 )
		{
			// action on mouse moving right
			transform.eulerAngles += new Vector3( 0 , turner , 0 );
		}
		
		float looker = -_mouseY * _sensitivity;
		if( looker!=0 )
		{
			// action on mouse moving right
			transform.eulerAngles += new Vector3( looker , 0 , 0 );
		}
		
		// apply gravity to the controller
		moveDirection.y -= _gravity * Time.deltaTime;
		
		// make the character move
		_controller.Move( moveDirection * Time.deltaTime );
	}
}

And then drag it to Player.

You can also setting the speed, sensitivity, jump speed and gravity.

Don’t forget Rigidbody controllers as well.

By locking rotation of the Rigidbody on all axis in the editor (so it doesn’t fall over), you can use AddForce() on the transform.forward/right/left/back, depending on a button press. Also AddForce upwards for jumping.

Super quick and informative explainer here:

@BigBoss8281
Your code is so strange in my game. the player moves with negative gravity, then if you move the cursor it starts rotating.