Reputation: 167
I'm new to programming in C# in Unity and there is some problems when moving in the z-axis. The problem is that I continue to move when I let go of the up button. However, when I move in the x-axis it is fine, as letting go of the button will stop the player. The code is below:
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour {
public Vector3 motion = new Vector3();
private CharacterController controller;
private bool onGround;
private float xRot, yRot;
public static float X_ROTATION = 0;
public static float Y_ROTATION = 0;
private const float lookSpeed = 2.0f;
public void Start() {
controller = GetComponent<CharacterController>();
}
public void FixedUpdate() {
if(Screen.lockCursor) {
Vector3 impulse = new Vector3();
if(Input.GetKey(KeyCode.W)) impulse.z+=1;
if(Input.GetKey(KeyCode.A)) impulse.x-=1;
if(Input.GetKey(KeyCode.S)) impulse.z-=1;
if(Input.GetKey(KeyCode.D)) impulse.x+=1;
if(impulse.sqrMagnitude > 0) {
motion += Quaternion.Euler(new Vector3(0, xRot, 0)) * impulse.normalized * 0.05f;
}
if(onGround) {
if(Input.GetKey(KeyCode.Space)) {
motion.y += 0.2f;
}
}
motion.y -= 0.015f;
Vector3 oldMotion = motion;
Vector3 oldPos = controller.transform.localPosition;
controller.Move(motion);
Vector3 newPos = controller.transform.localPosition;
motion = newPos - oldPos;
onGround = oldMotion.y < -0.0001f && motion.y >= -0.0001f;
motion.x *= 0.8f;
motion.y *= 0.8f;
}
}
public void Update() {
if(Screen.lockCursor && Input.GetKeyDown(KeyCode.Escape)) {
Screen.lockCursor = false;
}
if(!Screen.lockCursor && Input.GetMouseButtonDown(0)) {
Screen.lockCursor = true;
}
if(Screen.lockCursor) {
xRot += Input.GetAxis("Mouse X") * lookSpeed;
yRot -= Input.GetAxis("Mouse Y") * lookSpeed;
if(yRot < -90) yRot = -90;
if(yRot > 90) yRot = 90;
if(xRot < -180) xRot += 360;
if(xRot >= 180) xRot -= 360;
controller.transform.localRotation = Quaternion.Euler(new Vector3(yRot, xRot, 0));
}
Player.X_ROTATION = xRot;
}
}
Upvotes: 0
Views: 561
Reputation: 1422
As Gkills said, you should fix the "depletion" of motion.y
for motion.z
at the end.
Additionally, you should probably want to swap
motion += Quaternion.Euler(new Vector3(0, xRot, 0)) * impulse.normalized * 0.05f;
for
motion += transform.rotation * impulse.normalized * 0.05f;
Then zero out the impulse.y component to prevent the player flying.
Finally you might want to use Time.deltaTime
in your Update (so mouse look is frame rate independent)
Upvotes: 1
Reputation: 587
The last few statments in FixedUpdate() where you have coded-
motion.x *= 0.8f;
motion.y *= 0.8f;
should also contain
motion.z *= 0.8f;
and may be u dont need-
motion.y *= 0.8f;
Upvotes: 3