Hi, I am making a game where I use this code for movement on a regular GameObject → Cube
using System.Collections;
using UnityEngine;
class AS : MonoBehaviour {
private float moveSpeed = 3f;
private float gridSize = 1f;
private enum Orientation {
Horizontal,
Vertical
};
private Orientation gridOrientation = Orientation.Horizontal;
private bool allowDiagonals = false;
private bool correctDiagonalSpeed = true;
private Vector2 input;
private bool isMoving = false;
private Vector3 startPosition;
private Vector3 endPosition;
private float t;
private float factor;
public void Update() {
if (!isMoving) {
input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
if (!allowDiagonals) {
if (Mathf.Abs(input.x) > Mathf.Abs(input.y)) {
input.y = 0;
} else {
input.x = 0;
}
}
if (input != Vector2.zero) {
StartCoroutine(move(transform));
}
}
}
public IEnumerator move(Transform transform) {
isMoving = true;
startPosition = transform.position;
t = 0;
if(gridOrientation == Orientation.Horizontal) {
endPosition = new Vector3(startPosition.x + System.Math.Sign(input.x) * gridSize,
startPosition.y, startPosition.z + System.Math.Sign(input.y) * gridSize);
} else {
endPosition = new Vector3(startPosition.x + System.Math.Sign(input.x) * gridSize,
startPosition.y + System.Math.Sign(input.y) * gridSize, startPosition.z);
}
if(allowDiagonals correctDiagonalSpeed input.x != 0 input.y != 0) {
factor = 0.7071f;
} else {
factor = 1f;
}
while (t < 1f) {
t += Time.deltaTime * (moveSpeed/gridSize) * factor;
transform.position = Vector3.Lerp(startPosition, endPosition, t);
yield return null;
}
isMoving = false;
yield return 0;
}
}
I tried a different movement code for this one is based on a grid and still my Cube when I place other objects ( such as walls ) runs right through the wall!
When I use the First Person Controller the player bumps into every object he sees…
PLEASE HELP!