using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
[RequireComponent(typeof (MyThirdPersonCharacter))]
public class MyThirdPersonUserControl : MonoBehaviour
{
private MyThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move; // the world-relative desired move direction, calculated from the camForward and user input.
private bool m_Jump;
private bool m_Glide;
private bool m_Surf;
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<MyThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_Glide)
{
m_Glide = CrossPlatformInputManager.GetButtonDown("Glide");
}
if (!m_Surf)
{
m_Surf = Input.GetKeyDown(KeyCode.V);
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= .5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump, m_Glide, m_Surf);
m_Jump = false;
m_Glide = false;
m_Surf = false;
}
}
Have you imported the assets into your project?
1 Like
Is this in your log file only? Are you also using Unity Ads? If so, I would know the problem. Generally you will want to add significantly more context in a forum post. What version of Unity, steps to reproduce the error (if possible), what you’ve tried, etc.