I am extremely new to to writting code (this is my first time even making a movement script) and was following a tutorial on how to make movement. Why Is this code not working?
using System.Collections;
using System.Collections.Generic;
using UnityEngine
public class Movement : MonoBehaviour
{
[SerializeField] Transform playerCamera;
[SerializeField][Range(0.0f. 0.5f)] float mouseSmoothTime = 0.03f;
[SerializeField] bool cursorLock = true;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float Speed = 6.0f;
[SerializeField][Range(0.0f, 0.5f)] float moveSmoothTime = 0.3;
[SerializeField] float gravity = -30f;
[SerializeField] Transform groundCheck;
[SerializeField] LayerMask ground;
public float jumpHeight = 6f;
float velocityY;
bool isGrounded;
float cameraCap;
Vector2 currentMouseDelta;
Vector2 currentMouseDeltaVelocity;
CharacterController controller;
Vector2 currentDir;
Vector2 currentDirVelocity;
Vector3 velocity;
void Start()
{
controller = GetComponent<CharacterController>();
if (cursorLock)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = true;
}
}
void Update ()
{
UpdateMouse()
UpdateMove()
}
void UpdateMouse()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraCap -= currentMouseDelta.y * mouseSensitivity;
cameraCap = Mathf.Clamp(cameraCap, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraCap;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMove()
{
isGrounded = Physics.CheckSphere(groundCheck.positon, 0.2f, ground);
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
velocityY += gravity * 2f * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * Speed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
if (isGrounded && Input.GetButtonDown("Jump"))
{
velocityY = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
if(isGrounded! && controller.velocity.y < -1f)
{
velocityY = -8f;
}
}
}