Reputation: 23
I have just started a new Unity tut using its input system to move a ball. However, the script doesn't seem to be working when I try to move the ball
Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem; //Namespace for accessing InputSystem to control ball
public class PlayerController : MonoBehaviour
{
private Rigidbody rb;
private float movementX;
private float movementY;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Onmove(InputValue movementValue)
{
Vector2 movementVector = movementValue.Get<Vector2>();
movementX = movementVector.x;
movementY = movementVector.y;
}
void FixedUpdate()
{
Vector3 movement = new Vector3(movementX, 0.0f, movementY);
rb.AddForce(movement);
}
}
Upvotes: 0
Views: 266
Reputation: 688
Create in Unity a new InputControl with the name PlayerInputActions and into Inspector select Generate C# class, Unity autogenerate for you Action Maps , Actions and Binding Property, double click on it to watch, than in a new c# script named NewInputSystem
using UnityEngine;
using UnityEngine.InputSystem;
public class NewInputSystem : MonoBehaviour
{
public Rigidbody rb;
public float moveSpeed = 7.0f;
Vector2 moveDirections = Vector2.zero;
public PlayerInputActions playerControls;
private InputAction move;
private void Awake()
{
playerControls = new PlayerInputActions();
}
private void OnEnable()
{
move = playerControls.Player.Move;
move.Enable();
}
private void OnDisable()
{
move.Disable();
}
void Start()
{
rb =gameObject.GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
moveDirections = move.ReadValue<Vector2>();
}
private void FixedUpdate()
{
//change how you want
rb.velocity = new Vector3(moveDirections.y * moveSpeed, 0, moveDirections.x * -moveSpeed);
}
}
Upvotes: 0
Reputation: 101
If you did everything else right and the problem is only in your script then changing from Onmove
to OnMove
should fix problem
Upvotes: 1