Hey folks,
I’m fairly new to Unity but so far I am really loving it (coming from Torque). My issue is that I am trying to make a prototype virtual tour and I want the ‘tourer’ to be able to fly around the scene. As a ‘down and dirty’ kind of flyer, I modified the existing FPSWalker script like so:
var speed = 6.0;
var jumpSpeed = 8.0;
var gravity = 20.0;
private var moveDirection = Vector3.zero;
private var grounded : boolean = true;
function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
}
if (Input.GetButton ("Fire1")) {
moveDirection.y -= jumpSpeed;
}
}
// Apply gravity
//moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
//grounded = (flags CollisionFlags.CollidedBelow) != 0;
}
@script RequireComponent(CharacterController)
essentially just set the grounded variable to true, disabled the grounded checker, disabled gravity then used the left ctrl key to make my ‘character’ move down at jumpspeed. Inside the Unity Previewer it works fine, but once build it and run it in the webplayer, I just kinda sit in one place and won’t move at all. Can anyone help me out with this?