So I was following a tutorial on 2D movement in unity (link to the video: 2D Movement in Unity (Tutorial) - YouTube) I did the code exactly how it is in the video, but when I go to unity and click play, I’m not able to control my character, does anybody know what I did wrong? Here’s the code btw: public class PlayerMovment : MonoBehaviour {
public CharacterController2D controller;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
// Update is called once per frame
void Update () {
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
}
void FixedUpdate ()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
jump = false;
}
}
Heres a script i use for my fps game
[RequireComponent(typeof(CharacterController))]
public class NewBehaviourScript : MonoBehaviour
{
public float walkingSpeed = 7.5f;
public float runningSpeed = 11.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera playerCamera;
public float lookSpeed = 5.0f;
public float lookXLimit = 45.0f;
CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
float rotationX = 0;
[HideInInspector]
public bool canMove = true;
// Start is called before the first frame update
void Start()
{
characterController = GetComponent<CharacterController>();
// Lock cursor
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
// Press Left Shift to run
bool isRunning = Input.GetKey(KeyCode.LeftShift);
float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis(“Vertical”) : 0;
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis(“Horizontal”) : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
{
moveDirection.y = jumpSpeed;
}
else
{
moveDirection.y = movementDirectionY;
}
// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
if (!characterController.isGrounded)
{
moveDirection.y -= gravity * Time.deltaTime;
}
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
// Player and Camera rotation
if (canMove)
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
}
}
Its a long script but it works