Hello everyone!!!
I have just started to learn Unity and I have a question!
I am trying to make an FPS game and I have put together some scripts fro the internet that fit my needs.
I have my character (not rigidbody) to walk around, jump and not being able to climb steep terrain slopes!
Now I want it to be able to “swim”. Well not really swim but float when colliding with water or an object that will be the water. I do not want to use rigidbody for my player. I want it to be able to float when colliding with the “water” and move toward the direction of the mouse view (this is important).
The thing is that I don’t want to mess around with my walking script because right now it is perfect for me.
Here it is:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(CharacterController))]
public class FPSWalkerEnhanced : MonoBehaviour
{
public float walkSpeed = 6.0f;
public float runSpeed = 11.0f;
// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster
public bool limitDiagonalSpeed = true;
// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise
// There must be a button set up in the Input Manager called "Run"
public bool toggleRun = false;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector
public float fallingDamageThreshold = 10.0f;
// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down
public bool slideWhenOverSlopeLimit = false;
// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit
public bool slideOnTaggedObjects = false;
public float slideSpeed = 12.0f;
// If checked, then the player can change direction while in the air
public bool airControl = false;
// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast
public float antiBumpFactor = .75f;
// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping
public int antiBunnyHopFactor = 1;
private bool staying = false;
private Vector3 moveDirection = Vector3.zero;
private bool grounded = false;
private CharacterController controller;
private Transform myTransform;
private float speed;
private RaycastHit hit;
private float fallStartLevel;
private bool falling;
private float slideLimit;
private float rayDistance;
private Vector3 contactPoint;
private bool playerControl = false;
private int jumpTimer;
void Start()
{
controller = GetComponent<CharacterController>();
myTransform = transform;
speed = walkSpeed;
rayDistance = controller.height * .5f + controller.radius;
slideLimit = controller.slopeLimit - .1f;
jumpTimer = antiBunnyHopFactor;
}
void FixedUpdate()
{
float inputX = Input.GetAxisRaw("Horizontal");
float inputY = Input.GetAxisRaw("Vertical");
// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed) ? .7071f : 1.0f;
if (grounded)
{
bool sliding = false;
// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
// because that interferes with step climbing amongst other annoyances
if (Physics.Raycast(myTransform.position, -Vector3.up, out hit, rayDistance))
{
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// However, just raycasting straight down from the center can fail when on steep slopes
// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
else
{
Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, out hit);
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
if (falling)
{
falling = false;
if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
FallingDamageAlert(fallStartLevel - myTransform.position.y);
}
// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
if ((sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide"))
{
Vector3 hitNormal = hit.normal;
moveDirection = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize(ref hitNormal, ref moveDirection);
moveDirection *= slideSpeed;
playerControl = false;
}
// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
else
{
moveDirection = new Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
moveDirection = myTransform.TransformDirection(moveDirection) * speed;
playerControl = true;
}
// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
if (!Input.GetButton("Jump"))
jumpTimer++;
else if (jumpTimer >= antiBunnyHopFactor)
{
moveDirection.y = jumpSpeed;
jumpTimer = 0;
}
}
else
{
// If we stepped over a cliff or something, set the height at which we started falling
if (!falling)
{
falling = true;
fallStartLevel = myTransform.position.y;
}
// If air control is allowed, check movement but don't touch the y component
if (airControl && playerControl)
{
moveDirection.x = inputX * speed * inputModifyFactor;
moveDirection.z = inputY * speed * inputModifyFactor;
moveDirection = myTransform.TransformDirection(moveDirection);
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller, and set grounded true or false depending on whether we're standing on something
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
}
// Store point that we're in contact with for use in FixedUpdate if needed
void OnControllerColliderHit(ControllerColliderHit hit)
{
contactPoint = hit.point;
}
// If falling damage occured, this is the place to do something about it. You can make the player
// have hitpoints and remove some of them based on the distance fallen, add sound effects, etc.
void FallingDamageAlert(float fallDistance)
{
print("Ouch! Fell " + fallDistance + " units!");
}
}
So I wondered if it is possible to make it so IF I collide with bojectWater to remove the gravity and when I DONT collide with object water to have the normal gravity? I want it to constantly check for that collision. I repeat I really don’t want to mess around with the current FPSWalkerEnahnced code because it works just great btw big thank you to the guy who made it! I know it is old but it is gold ![]()
So could someone please help me?