I'm using a character controller for my player movement. I had walking and running working, but I couldn't get the jumping to work.
Here is my code:
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 10.0f;
[SerializeField] float RunSpeed = 12.0f;
[SerializeField] float gravity = 9.81f;
[SerializeField] bool lockCursor = true;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[SerializeField] [Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
public float jumpHeight = 3f;
Vector3 velocity;
public float verticalVelocity;
float cameraPitch = 0.0f;
float VelocityY = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
VelocityY = 0.0f;
VelocityY += gravity * Time.deltaTime;
velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * VelocityY;
controller.Move(velocity * Time.deltaTime);
if ((Input.GetKey("left shift") || Input.GetKey("right shift")) && controller.isGrounded && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow))
{
velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * RunSpeed + Vector3.up * VelocityY;
controller.Move(velocity * Time.deltaTime);
}
if (Input.GetKeyDown(KeyCode.J) && controller.isGrounded)
{
Debug.Log("Now Jumping!!");
VelocityY = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
Note: I'm not using rigidbody on my character.
The jumping is not working every time, on some clicks, it jumps and on most of the clicks nothing happens even Debug.Log("Now Jumping!!"); is not getting printed every time I hit J. How can I fix this?
I solved this problem. You have no choice but to add physics to the character controller. This is a simple code that has the same feature, but you should coordinate the movement and jump.
public class Player : MonoBehaviour
{
private Vector3 playerVelocity;
private CharacterController _controller;
public float jumpPower = 1f; // 1 is ok for -9.8 gravity
void Start()
{
_controller = GetComponent<CharacterController>();
}
void Update()
{
playerVelocity += Physics.gravity * Time.deltaTime;
_controller.Move(playerVelocity);
if (_controller.isGrounded)
{
playerVelocity.y = Input.GetKeyDown(KeyCode.Space) ? jumpPower : 0;
}
}
}
Related
In my code, when I change the rotation of the player object, the Input.GetAxisRaw("Horizontal") also follows that rotation and messes the whole player controller up. How do I make it so that the Input.GetAxis is permanent and stays in place? The whole rotation is being done in the if statement of if Input.GetKey("a").
using UnityEngine;
public class JUSTMOVE : MonoBehaviour
{
public float speed = 7f;
Vector3 moveDirection;
public Rigidbody rb;
float horizontalMovement;
float verticalMovement;
public float movementMultiplier = 10f;
bool grounded;
public float groundDrag = 6;
public LayerMask whatIsGround;
public float airMultiplier = 3f;
public float playerHeight = 2f;
public float jumpForce = 5f;
void FixedUpdate()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
horizontalMovement = Input.GetAxisRaw("Horizontal");
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
moveDirection = transform.forward * verticalMovement + transform.right * horizontalMovement;
if(grounded)
{
rb.AddForce(moveDirection.normalized * speed * movementMultiplier, ForceMode.Force);
} else if(!grounded)
{
rb.AddForce(moveDirection.normalized * speed * movementMultiplier * airMultiplier, ForceMode.Force);
}
if(Input.GetKey("a"))
{
transform.localRotation = Quaternion.Euler(0,270,0);
}
Vector3 flatVel = new Vector3(rb.velocity.x, 0f,rb.velocity.z);
if(flatVel.magnitude > speed)
{
Vector3 limitedVel = flatVel.normalized * speed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
if(Input.GetKey("w") && grounded)
{
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
}
}
If I get it right, you want a top/down controller instead of a first/third person controller ?
If so, you need to move align the camera rotation instead of you character rotation.
Replace this :
moveDirection = transform.forward * verticalMovement + transform.right * horizontalMovement;
By this :
moveDirection = Camera.main.transform.forward * verticalMovement + Camera.main.transform.right * horizontalMovement;
I've got a problem with my spherical world player controller. It randomly jitter all the time.
Planet uses Mesh Collider, and it's rigidbody is set too: "is kinematic" and continous collisions.
Player's rigidbody is set to: "interpolate" and continous collisions.
Here is player controller:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] Transform cam, body, groundCheck;
[Space][SerializeField] float sensivity = 100f;
[SerializeField] float mass = 1f;
[SerializeField] float moveSpeed = 1f;
[SerializeField] float jumpHeight = 1f;
[SerializeField] LayerMask ground;
[SerializeField] float rotationChangeSpeed = 1f;
float xRotation = 0f;
Rigidbody rb;
Vector3 moveAmount, smoothMove;
Vector3 localUp;
bool grounded = false;
Quaternion targetRot;
float jumpTime = 0f;
Transform currentPlanet;
//On start
void Awake() {
Cursor.lockState = CursorLockMode.Locked;
rb = GetComponent<Rigidbody>();
}
//Physics simulation
void FixedUpdate() {
Grav();
FindingRotation();
Movement();
grounded = IsGrounded();
}
//Applying movement
void Movement() {
Vector3 localMove = transform.TransformDirection(moveAmount) * Time.fixedDeltaTime;
rb.MovePosition(rb.position + localMove);
}
//Simulating gravity
void Grav() {
List<CelestialBody> bodies = CelestialBody.bodies;
if(bodies.Count == 0) return;
Vector3 acceleration = Vector3.zero;
float maxForce = -1f;
for(int i = 0; i < bodies.Count; ++i) {
CelestialBody body = bodies[i];
float distance = Vector3.Distance(body.GetComponent<Transform>().position, transform.position);
float force = GravityManager.bigG * mass * body.mass / (distance * distance);
Vector3 direction = Vector3.Normalize(body.GetComponent<Transform>().position - transform.position);
if(force > maxForce) {
maxForce = force;
currentPlanet = body.transform;
}
acceleration += direction * force;
}
if(!grounded) GetComponent<Rigidbody>().AddForce(acceleration);
}
//Rotating according to body with highest gravity
void FindingRotation() {
localUp = Vector3.Normalize(transform.position - currentPlanet.position);
targetRot = Quaternion.FromToRotation(transform.up, localUp) * rb.rotation;
rb.rotation = Quaternion.Slerp(rb.rotation, targetRot, Time.fixedDeltaTime * rotationChangeSpeed);
}
//Per frame
void Update() {
CameraControls();
InputManager();
jumpTime -= Time.deltaTime;
}
//Camera controls
void CameraControls() {
float mouseX = Input.GetAxis("Mouse X") * sensivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * sensivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
cam.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
body.Rotate(Vector3.up * mouseX);
}
//Moving and jumping
void InputManager() {
Vector3 inputRaw = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")).normalized;
Vector3 input = inputRaw * moveSpeed;
moveAmount = Vector3.SmoothDamp(moveAmount, input, ref smoothMove, .15f);
if(grounded) {
if(Input.GetKeyDown(KeyCode.Space)) {
rb.AddForce(transform.up * jumpHeight, ForceMode.VelocityChange);;
jumpTime = .2f;
grounded = false;
}
else {
if(jumpTime <= 0f) rb.AddForce (-transform.up, ForceMode.VelocityChange);
}
}
}
//TODO: Improve with ray
bool IsGrounded() {
return (Physics.OverlapSphere(groundCheck.position, .1f, ground).Length > 0);
}
}
And here is Celestial Body:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CelestialBody : MonoBehaviour
{
public static List<CelestialBody> bodies = new List<CelestialBody>();
public float mass;
//public Vector3 speed;
void OnEnable() {
bodies.Add(this);
}
void OnDisable() {
bodies.Remove(this);
}
}
I will be really grateful for any advice.
I have two scripts one is the MouseHandler and the other is the SimpleMovement. rotating the camera works and moving works however when the camera turns the movement doesn't go in that direction. E.G i turn the camera 90 degrees to the right but the forward doesn't change. The forward doesn't go to where the camera is facing. Sorry if i'm just being stupid. Any help would be appreciated
MouseHandler script:
public class MouseHandler : MonoBehaviour
{
// horizontal rotation speed
public float horizontalSpeed = 1f;
// vertical rotation speed
public float verticalSpeed = 1f;
private float xRotation = 0.0f;
private float yRotation = 0.0f;
private Camera cam;
void Start()
{
cam = Camera.main;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * horizontalSpeed;
float mouseY = Input.GetAxis("Mouse Y") * verticalSpeed;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90, 90);
cam.transform.eulerAngles = new Vector3(xRotation, yRotation, 0.0f);
}
}
SimpleMovement Script:
public class SimpleMovement : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1;
public float Gravity = 9.8f;
private float velocity = 0;
private void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
// Gravity
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
First, get a reference to the main cmaera and cache it, because you're going to be referencing it frequently, and simply using Camera.main is a bit expensive:
private Camera mainCam;
...
private void Start()
{
characterController = GetComponent<CharacterController>();
mainCam = Camera.main;
}
Then, use mainCam.transform.right and mainCam.transform.forward but with the y set to 0 and normalized instead of Vector3.right and Vector3.forward. This will make the movement be based on the rotation of the camera:
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
Vector3 camRightFlat = new Vector3(mainCam.transform.right.x, 0f,
mainCam.transform.right.z).normalized;
Vector3 camForwardFlat = new Vector3(mainCam.transform.forward.x, 0f,
mainCam.transform.forward.z).normalized;
characterController.Move(
(camRightFlat * horizontal + camForwardFlat * vertical) * Time.deltaTime);
Altogether:
public class SimpleMovement : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1;
public float Gravity = 9.8f;
private float velocity = 0;
private Camera mainCam;
private void Start()
{
characterController = GetComponent<CharacterController>();
mainCam = Camera.main;
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
Vector3 camRightFlat = new Vector3(mainCam.transform.right.x, 0f,
mainCam.transform.right.z).normalized;
Vector3 camForwardFlat = new Vector3(mainCam.transform.forward.x, 0f,
mainCam.transform.forward.z).normalized;
characterController.Move((camRightFlat * horizontal + camForwardFlat * vertical)
* Time.deltaTime);
// Gravity
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
I have a touch script to rotate the camera around the orbit. I am facing difficulty to add mouse click and drag function as well more like an || function to this script. The mouse function has Input.GetAxis("Mouse X") which detects the mouse position. How do I achieve it?
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
public float zoomDampening = 5.0f;
public float rotationSensitivity = 1f;
void LateUpdate()
{
if (Input.touchCount==1 && Input.GetTouch(0).phase == TouchPhase.Moved) //Add mouse function
{
Vector2 touchposition = Input.GetTouch(0).deltaPosition;
xDeg += touchposition.x * 20f * 0.002f;
yDeg -= touchposition.y * 20f * 0.002f;
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
}
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.localRotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.localRotation = rotation;
}
I had to add Mouse X and Mouse Y axis to the floating variable and then it works as expected. The addition in the code is given below with the else statement:
else if (Input.GetMouseButton(0)) {
xDeg += Input.GetAxis("Mouse X") * rotationSensitivity;
yDeg -= Input.GetAxis("Mouse Y") * rotationSensitivity;
}
and for anyone who requires the full solution of mouse click and drag/touch and move and zoom in/out:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraOrbit : MonoBehaviour {
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 5.0f;
public float ySpeed = 5.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public float zoomRate = 10.0f;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private Vector3 FirstPosition;
private Vector3 SecondPosition;
private Vector3 delta;
private Vector3 lastOffset;
private Vector3 lastOffsettemp;
public float rotationSensitivity = 1f;
void Start()
{
position = transform.localPosition;
rotation = transform.localRotation;
currentRotation = transform.localRotation;
desiredRotation = transform.localRotation;
distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
xDeg = Vector3.Angle(Vector3.right, transform.right);
yDeg = Vector3.Angle(Vector3.up, transform.up);
}
void OnEnable() { Init(); }
public void Init()
{
// //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
if (!target)
{
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
target = go.transform;
}
}
void LateUpdate()
{
if (Input.touchCount == 2 && Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(1).phase == TouchPhase.Moved)
{
Touch touchZero = Input.GetTouch (0);
Touch touchOne = Input.GetTouch (1);
Vector2 touchZeroPreviousPosition = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePreviousPosition = touchOne.position - touchOne.deltaPosition;
float prevTouchDeltaMag = (touchZeroPreviousPosition - touchOnePreviousPosition).magnitude;
float TouchDeltaMag = (touchZero.position - touchOne.position).magnitude;
float deltaMagDiff = prevTouchDeltaMag - TouchDeltaMag;
desiredDistance += deltaMagDiff * Time.deltaTime * zoomRate * 0.0025f * Mathf.Abs(desiredDistance);
}
if (Input.touchCount==1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector2 touchposition = Input.GetTouch(0).deltaPosition;
//CHANGE HERE
xDeg += touchposition.x * xSpeed * 0.002f;
//CHANGE HERE
yDeg -= touchposition.y * ySpeed * 0.002f;
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
}
else
if (Input.GetMouseButton(0)) {
xDeg += Input.GetAxis("Mouse X") * rotationSensitivity;
yDeg -= Input.GetAxis("Mouse Y") * rotationSensitivity;
}
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.localRotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.localRotation = rotation;
////////Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
position = target.position - (rotation * Vector3.forward * currentDistance );
position = position - targetOffset;
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
As seen in the video here: https://i.gyazo.com/ad45ef9e231fd2f9ec6d4cf76889aece.mp4
My code:
MouseLook.cs:
using UnityEngine;
using System.Collections;
public class MouseLook : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 3F;
public float sensitivityY = 3F;
public Camera playerCamera;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
private float rotationX = 0F;
private float rotationY = 0F;
private Quaternion originalRotation;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle(rotationX, minimumX, maximumX);
rotationY = ClampAngle(rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle(rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
if (axes == RotationAxes.MouseY || playerCamera != null)
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle(rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
if (playerCamera != null)
{
playerCamera.transform.localRotation = originalRotation * yQuaternion;
}
else
{
transform.localRotation = originalRotation * yQuaternion;
}
}
}
void Start()
{
/*
if (gameObject.GetComponent<Rigidbody>())
{
gameObject.GetComponent<Rigidbody>().freezeRotation = true;
}
*/
originalRotation = transform.localRotation;
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
{
angle += 360F;
}
if (angle > 360F)
{
angle -= 360F;
}
return Mathf.Clamp(angle, min, max);
}
}
FirstPersonController.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using Cursor = UnityEngine.Cursor;
public class FirstPersonController : MonoBehaviour
{
private float speed = 5;
private float jumpPower = 4;
Rigidbody rb;
CapsuleCollider col;
public GameObject crossHair;
bool isActive;
float HorizontalInput;
float VerticalInput;
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
rb = GetComponent<Rigidbody>();
col = GetComponent<CapsuleCollider>();
crossHair = GameObject.FindWithTag("CrossHair");
}
void Update()
{
HorizontalInput = Input.GetAxisRaw("Horizontal");
VerticalInput = Input.GetAxisRaw("Vertical");
if (Input.GetKeyDown("escape"))
{
Cursor.lockState = CursorLockMode.None;
}
if (Input.GetButtonDown("Sprint"))
{
speed = 15;
}
if (Input.GetButtonUp("Sprint"))
{
speed = 5;
}
if (Input.GetKeyDown(KeyCode.H))
{
isActive = !isActive;
}
if (isActive)
{
crossHair.SetActive(true);
}
else
{
crossHair.SetActive(false);
}
}
void FixedUpdate()
{
Vector3 xMovement = transform.right * speed * HorizontalInput * Time.deltaTime;
Vector3 zMovement = transform.forward * speed * VerticalInput * Time.deltaTime;
rb.velocity = new Vector3(HorizontalInput, 0, VerticalInput) * speed;
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse);
}
}
private bool isGrounded()
{
return Physics.Raycast(transform.position, Vector3.down, col.bounds.extents.y + 0.1f);
}
}
Is there anything wrong I am doing in this code, if so how do I fix it?
Entire project can be downloaded here: https://github.com/Some-T/FirstPersonController-CSharp
Project has relevant colliders and rigidbodies set up!
Someone has advised me to use shapecast, but I believe that may incorrect? I can't see how that would work as my player does not have character controller component added to it?
Overall how do I stop my first person character controller going through the wall like in the initial video specified above?
Upon further research I have discovered the following:
The answer is to use:
https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html as a quick fix.
But definitively for flawlessness use:
https://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
As to how in C# I am not so sure, but here is a screen shot I did in bolt asset.
Currently I have movmement working with velocity but it does not work properly, not sure as to why? So overall my question now is how do I get movement working using velocity? I added a line in FirstPersonController.cs that moves the character using velocity of rb.velocity = new Vector3(HorizontalInput, 0, VerticalInput) * speed; so my only question and issue now is my player does not move in the direction the camera on my player is facing so I am not sure how to fix this specific thing overall?
In your project code is different from one that you provided here.
Try to enable rigidbody`s rotation constraint - freeze X and Z rotation, leave only Y. When you rotate your capsule collider (as it works in your project), it can "climb" on a wall.
Do the isGrounded check when you move, and lock movement, if not grounded.
Try to increase Collider.contactOffset
If above does not helps, try to use Rigidbody.velocity instead of Rigidbody.MovePosition.
You can also reduce Rigidbody.drag
In general, pretty good technique is to use NavMesh for movement - in this way, you able to explicitly lock player from movement outside of navmesh surface. But, of course, it doesn`t fit to many gameplays.
Hope, it helps.
upd
You move your player like this:
void FixedUpdate()
{
Vector3 xMovement = transform.right * speed * HorizontalInput * Time.deltaTime;
Vector3 zMovement = transform.forward * speed * VerticalInput * Time.deltaTime;
}
Note, that you not even apply it to rigidbody;
But you get your input this way:
float HorizontalInput = Input.GetAxis("Horizontal");
float VerticalInput = Input.GetAxis("Vertical");
in Update, so input just stays inside Update, and does not applied at all. You declared your variables twice, once on class top, another in Update().