using UnityEngine;
using System.Collections;
using System.Collections.Generic;
// Require a character controller to be attached to the same game object
[RequireComponent(typeof(CharacterMotor))]
[AddComponentMenu("Character/FPS Input Controller")]
public class FPSInputController : MonoBehaviour
{
public bool canControll;
private CharacterMotor motor;
// Use this for initialization
void Awake()
{
motor = GetComponent<CharacterMotor>();
}
// Update is called once per frame
void Update()
{
// Get the input vector from kayboard or analog stick
Vector3 directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (directionVector != Vector3.zero)
{
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
float directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;
// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1.0f, directionLength);
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;
// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}
// Apply the direction to the CharacterMotor
motor.inputMoveDirection = transform.rotation * directionVector;
motor.inputJump = Input.GetButton("Jump");
}
}
Its on line 12
The script is the FpsInputController for the standard First person controller unity provides.
Just wondering how i can fix this and why its happening