I made this script for my Player object. It has to child, 1 camera and 1 model.
They problem is whenever i move my mouse the player moves down. and the cam goes up.
Script:
public GameObject cam;
public float sensitivity = 2f;
public float walk_speed = 2f;
public float run_speed = 2f;
CharacterController player_CC;
float speed;
float moveFB;
float moveLR;
float rotX;
float rotY;
bool canMove;
void Start () {
canMove = true;
player_CC = GetComponent<CharacterController>();
speed = walk_speed;
}
void Update () {
if (canMove)
{
moveFB = Input.GetAxis("Vertical") * speed;
moveLR = Input.GetAxis("Horizontal") * speed;
rotX = Input.GetAxis("Mouse X") * sensitivity;
rotY = Input.GetAxis("Mouse Y") * sensitivity;
Vector3 movement = new Vector3(moveLR, 0, moveFB);
transform.Rotate(0, rotX, 0);
cam.transform.Rotate(rotY, 0, 0);
movement = transform.rotation * movement;
player_CC.Move(movement * Time.deltaTime);
}
if (Input.GetKey(KeyCode.LeftShift))
{
speed = run_speed;
} else
{
speed = walk_speed;
}
}
movement = transform.rotation * movement;
You're multiplying your transforms rotation by your movement vector. Separate the logic.
I know what caused it. But i dont know why it did it. But i used a charachtercontroller and a rigidbody on the same object. Sorry for wasting your time :/
Related
I made a simple movement system in Unity 3D, but I don't know how to make it so that I move in the direction my player is pointing in.
using UnityEngine;
public class PlayerControler : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1f;
public float Gravity = 9.8f;
private float velocity = 0f;
void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
This is the player controller.
using UnityEngine;
public class MouseControl : MonoBehaviour
{
public float horizontalSpeed = 1f;
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, -90f, 90f);
cam.transform.eulerAngles = new Vector3(xRotation, yRotation, 0.0f);
}
}
This is the code that makes my character face where my cursor is.
Edit: This is a First-Person 3D game. The player has a CharacterControler component on it, and the Main Camera is a child of the player. The second piece of code changes the direction that the camera is facing when the cursor is moved. The first script is the movement script, and utilises the CharacterController component of the player to move. I want to make to that instead of going in four static directions every time I press a movement key, I want the player to move in proportion to the direction that the camera is facing (on the X axis). E.g: If I am facing West and I press “W” to go forwards, I want the character to go West instead of North.
Instead of the global vectors Vector3.forward and Vector3.right in
characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
rather use your local direction vectors Transform.forward and Transform.right
characterController.Move((transform.right * horizontal + transform.forward * vertical) * Time.deltaTime);
#derHugo was right, but I forgot to update the angles in the player movement script, so it always thought that I was rotated 0,0,0.
using UnityEngine;
public class PlayerControler : MonoBehaviour
{
Vector3 angles;
CharacterController characterController;
MouseControl mouseControl;
public float MovementSpeed = 1f;
public float Gravity = 9.8f;
private float velocity = 0f;
void Start()
{
characterController = GetComponent<CharacterController>();
mouseControl = GetComponent<MouseControl>();
}
void Update()
{
angles = new Vector3(mouseControl.xRotation, mouseControl.yRotation, 0f);
transform.eulerAngles = angles;
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
characterController.Move((transform.right * horizontal + transform.forward * vertical) * Time.deltaTime);
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
Updated code
Note: I had to made the X and Y rotation variables public.
[HideInInspector]public float xRotation = 0.0f;
[HideInInspector]public float yRotation = 0.0f;
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));
}
}
}
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().
Very new to mono develop and Unity 3d and seem to be having issues with this code. First off, the code IS working. It does what it's supposed to, however, it also does some funky stuff that it's not supposed to. You are able to look up, down, left and right as well as walk those directions, the bad part is though for some reason my character likes to nudge the direction of the mouse when standing still. What am I missing? More efficient/less buggy way of doing this?
public class PlayerControl : MonoBehaviour {
public float WALK_SPEED = 1.3f;
public float RUN_SPEED = 4.0f;
public float STRAFE_SPEED = 5.0f;
public float ROTATION_SPEED = 300.0f;
public float JUMP_FORCE = 250.0f;
void Start()
{
}
// Update is called once per frame
void Update ()
{
float movementSpeed = WALK_SPEED;
float strafeSpeed = STRAFE_SPEED;
float rotationSpeedx = ROTATION_SPEED;
float rotationSpeedy = ROTATION_SPEED;
if (Input.GetKey(KeyCode.LeftShift))
{
movementSpeed = RUN_SPEED;
}
movementSpeed = Input.GetAxis("Vertical") * movementSpeed * Time.deltaTime;
strafeSpeed = Input.GetAxis("Horizontal") * strafeSpeed * Time.deltaTime;
rotationSpeedx = Input.GetAxis("Mouse X") * rotationSpeedx * Time.deltaTime;
rotationSpeedy = Input.GetAxis("Mouse Y") * rotationSpeedy * Time.deltaTime;
Vector3 rotate = new Vector3 (-rotationSpeedy, rotationSpeedx, 0);
transform.Translate(Vector3.forward * movementSpeed);
transform.Translate(Vector3.right * strafeSpeed);
transform.Rotate(rotate);
if (Input.GetKeyDown(KeyCode.Space) &&
transform.position.y < 30)
{
rigidbody.AddForce(Vector3.up * JUMP_FORCE);
}
}
}
Try freezing rotation constraints on rigidbody component. This may stop the nudging.
i have a weird glitch, when i walk down from a corner (i dont press jump), the player will falling down with very fast speed. If i jump, then everything goes normal. (Its Quill18 FPS controller, i learn from there so thats why i dont use the built in controller instead)
using UnityEngine;
using System.Collections;
[RequireComponent (typeof(CharacterController))]
public class FirstPersonController : MonoBehaviour
{
public float movementSpeed = 5.0f;
public float mouseSensitivity = 5.0f;
public float jumpSpeed = 20.0f;
float verticalRotation = 0;
public float upDownRange = 60.0f;
float verticalVelocity = 0;
CharacterController characterController;
// Use this for initialization
void Start()
{
// Screen.lockCursor = true;
characterController = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
// Rotation
float rotLeftRight = Input.GetAxis("Mouse X") * mouseSensitivity;
transform.Rotate(0, rotLeftRight, 0);
verticalRotation -= Input.GetAxis("Mouse Y") * mouseSensitivity;
verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
Camera.main.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
// Movement
float forwardSpeed = Input.GetAxis("Vertical") * movementSpeed;
float sideSpeed = Input.GetAxis("Horizontal") * movementSpeed;
verticalVelocity += Physics.gravity.y * Time.deltaTime;
if (characterController.isGrounded && Input.GetButton("Jump"))
{
verticalVelocity = jumpSpeed;
}
Vector3 speed = new Vector3(sideSpeed, verticalVelocity, forwardSpeed ;
speed = transform.rotation * speed;
characterController.Move(speed * Time.deltaTime);
}
}
The problem is that every frame you're running this line:
verticalVelocity += Physics.gravity.y * Time.deltaTime;
Thus, you're gaining "momentum" each second, and it wont stop ever until you jump because you're "resetting" the Y velocity to a normal value. I've ran into this problem before, and it can be fixed simply by only adding the Y velocity when you're not grounded. You can use Raycast to check if you have ground, and if you dont, increase verticalVelocity by that amount.