var speed = 6.0;
var runSpeed = 10.0;
var jumpSpeed = 8.0;
var gravity = 20.0;
private var moveDirection = Vector3.zero;
private var grounded : boolean = false;
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("Shift")){
oldspeed = speed;
speed = runSpeed;
}
else{
speed = oldspeed;
}
}
// 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)
I applied it to a capsule. Nothing happens. The gravity doesn't even work...
if(Input.GetButton("Shift")){
oldspeed = speed;
speed = runSpeed;
}
else{
speed = oldspeed;
}
That part is the problem. oldspeed isn't defined, so it is 0. If you put:
var oldspeed = 5;
Then, change
if(Input.GetButton("Shift")){
To "Fire1" it will work. Although I would call it oldSpeed. You just need to define what "Shift" is and set the variable. ^^
Code is functional (just copy-pasted to test if it worked). However, assumes there is a button defined 'Shift' in the Input setup, so maybe you're going wrong there. Look at your logging if you see anything there.