Here is my code. I believe it has something to do with my void update codes or the gravity.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public Transform playerCamera = null;
public float mouseSensitivity = 3.5f;
public float walkSpeed = 6.0f;
public float gravity = -13.0f;
public Rigidbody playerRb;
[Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
private bool lockCursor = true;
float cameraPitch = 0.0f; //will make it immediately start the game looking forward
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()
{
playerRb = GetComponent<Rigidbody>();
playerRb.AddForce(Vector3.up * 1000000);
controller = GetComponent<CharacterController>();
if(lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
// Update is called once per frame
void Update()
{
UpdateMouseLook();
UpdateMovement();
if (controller.isGrounded && Input.GetKeyDown(KeyCode.Space)) //getkeydown will detect when we've pressed a key, not when we've let go, which getkeyup would have done.
{
playerRb.AddForce(Vector3.up * 100000, ForceMode.Impulse);
}
}
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); //transform.rotate is to be able to edit the
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize(); //this will make it so when you're moving diagonally, you will not move faster than non-diagonal.
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);
}
}
,My player won’t jump when I click on the spacebar, can anyone help? Here is my code, thank you very much! I have a feeling its something to do with the gravity and my void update codes
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public Transform playerCamera = null;
public float mouseSensitivity = 3.5f;
public float walkSpeed = 6.0f;
public float gravity = -13.0f;
public Rigidbody playerRb;
[Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
private bool lockCursor = true;
float cameraPitch = 0.0f; //will make it immediately start the game looking forward
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()
{
playerRb = GetComponent<Rigidbody>();
playerRb.AddForce(Vector3.up * 1000000);
controller = GetComponent<CharacterController>();
if(lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
// Update is called once per frame
void Update()
{
UpdateMouseLook();
UpdateMovement();
if (controller.isGrounded && Input.GetKeyDown(KeyCode.Space)) //getkeydown will detect when we've pressed a key, not when we've let go, which getkeyup would have done.
{
playerRb.AddForce(Vector3.up * 100000, ForceMode.Impulse);
}
}
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); //transform.rotate is to be able to edit the
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize(); //this will make it so when you're moving diagonally, you will not move faster than non-diagonal.
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);
}
}