Amazing User
Amazing User

Reputation: 3563

Player movement script like in FPS, Unity3d

I have 2 scripts, which make player move like in the FPS game. But it don't move to that direction, to which player are looking - it always move to the same direction, regardless of the direction of the camera..

mouselook.cs

float yRotation;
float xRotation;
float lookSensitivity = 5;
float currentXRotation;
float currentYRotation;
float yRotationV;
float xRotationV;
float lookSmoothnes = 0.1f; 

void Update ()
{
    yRotation += Input.GetAxis("Mouse X") * lookSensitivity;
    xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity;
    xRotation = Mathf.Clamp(xRotation, -80, 100);
    currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, ref xRotationV, lookSmoothnes);
    currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, ref yRotationV, lookSmoothnes);
    transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
}

playermovement.cs

public float walkSpeed = 6.0F;
public float jumpSpeed = 8.0F;
public float runSpeed = 8.0F;
public float gravity = 20.0F;

private Vector3 moveDirection = Vector3.zero;
private CharacterController controller;

void Start()
{
    controller = GetComponent<CharacterController>();
}

void Update()
{
    if (controller.isGrounded)
    {
        moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        moveDirection = transform.TransformDirection(moveDirection);
        moveDirection *= walkSpeed;
        if (Input.GetButton("Jump"))
            moveDirection.y = jumpSpeed;
    }
    moveDirection.y -= gravity * Time.deltaTime;
    controller.Move(moveDirection * Time.deltaTime);
}

Upvotes: 2

Views: 14636

Answers (2)

Jeewantha Lahiru
Jeewantha Lahiru

Reputation: 394

make your mouse look like this

float lookSensitivity = 5;
float mouseX,mouseY;
public Transform playerBody;
float xRotation = 0f;

void Update ()
{
    float mouseX = Input.GetAxis("Mouse X") * mouseSentivity * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * mouseSentivity * Time.deltaTime;

        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);
        transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);

        playerBody.Rotate(Vector3.up * mouseX);

}

save this and Drag your Player from hierarchy to the camera script playerBody.

Upvotes: 1

MattyBoy Wandizzle
MattyBoy Wandizzle

Reputation: 1

Doesn't it need like a requirecomponentTypeof or something like that

Upvotes: 0

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