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Question by AshwinTheGammer · Dec 21, 2017 at 05:16 AM · unity 5scripting problemfpsfps controllerfpswalker

MY FPSE`S fps is not moving need help! I tried all solutions!

My fpse`s fps is not moving here is code i am a noob and i am learning c#

using UnityEngine; using System.Collections;

 /// <summary>
 /// Player motion status list.
 /// </summary>
 public enum MoveState
 {
     Idle,
     Crouched,
     Walking,
     Running,
     Flying
 }
 
 /// <summary>
 /// Class responsible for player movement.
 /// </summary>
 [RequireComponent(typeof(Rigidbody))]
 [RequireComponent(typeof(CapsuleCollider))]
 public class MoveController : MonoBehaviour
 {
     [HideInInspector]
     public bool isClimbing;
 
     [HideInInspector]
     public bool canVault;
 
     public MoveState moveState = MoveState.Idle;
     public float walkingSpeed = 5.5f;
     public float crouchSpeed = 2;
 
     [Range(1, 3)]
     public float runMultiplier = 2; // Speed when sprinting = walkingSpeed * runMultiplier
 
     [Space()]
     public float jumpForce = 10;
 
     [Range(0, 1)]
     public float airControlPercent = 0;
 
     [Space()]
     public bool stamina = true;
 
     [Tooltip("Decrement and increment the value of stamina per second")]
     public float drainRate = 5.0f;
 
     public AudioClip breathClip;
 
     [Space()]
     public bool parkour = true;
     public float interactionDistance = 1; // Minimum distance for the player to interact with a object.
 
     [HideInInspector]
     public int weight = 0;
 
     [Space()]
     [Tooltip("Limits the collider to only climb slopes that are less steep (in degrees) than the indicated value.")]
     public float slopeLimit = 60;
 
     public AudioManager audioManager;
     public Camera playerCamera;
     public CameraAnimations cameraAnim;
     public WeaponsManager weaponManager; // The weapons manager.
 
     private Vector3 groundContactNormal;
     private float staminaAmount = 100;
     private float currentSpeed, stickToGroundHelperDistance = 0.5f, fallSpeed = 50, shellOffset = 0.1f;
     private bool previouslyGrounded, isGrounded, jump, jumping;
     private bool crouched, running, aiming;
 
     public bool isCrouched
     {
         get
         {
             return crouched;
         }
     }
 
     public bool isJumping
     {
         get
         {
             return jumping;
         }
     }
 
     private Rigidbody rigidBody
     {
         get 
         { 
             return GetComponent<Rigidbody>(); 
         }
     }
 
     private CapsuleCollider capsuleCol
     {
         get 
         { 
             return GetComponent<CapsuleCollider>();
         }
     }
 
     private HealthController healthController
     {
         get
         {
             return GetComponent<HealthController>();
         }
     }
 
     public bool Grounded
     {
         get 
         { 
             return isGrounded; 
         }
     }
 
     public bool isAiming
     {
         set
         {
             aiming = value;
         }
 
         get 
         {
             return aiming;
         }
     }
 
     // Update is called once per frame
     private void Update ()
     {
 
         if (Input.GetKey (KeyCode.UpArrow)) {
             transform.Translate (Vector3.forward * Time.deltaTime * walkingSpeed);
         
         }
 
         if (!isClimbing)
         {
             currentSpeed = UpdateCurrentSpeed();
             CheckCrouchedState();
             SetPlayerState();
             CheckParkourTriggerHit();
 
             if (stamina)
             {
                 UpdateStaminaAmount();
             }
 
             if (isGrounded)
             {
                 if (Input.GetButtonDown("Jump") && !jump && !crouched)
                 {
                     jump = true;
                 }
 
                 if (Input.GetButtonDown("Crouch") && !crouched)
                 {
                     crouched = true;
                 }
                 else if ((Input.GetButtonDown("Crouch") || Input.GetButtonDown("Jump") || Input.GetButtonDown("Run"))
                     && crouched && DistanceUpwards() >= 1.6f)
                 {
                     crouched = false;
                 }
             }
         }
         else
         {
             jump = false;
             moveState = MoveState.Idle;
         } 
     }
 
     private void CheckParkourTriggerHit ()
     {
         Vector3 direction = transform.TransformDirection(Vector3.forward); // Looking direction.
         Vector3 origin = transform.position; // Position of the player's body.
 
         Ray ray = new Ray(origin, direction); // Creates a ray starting at origin along direction.
         RaycastHit hitInfo; // Structure used to get information back from a raycast.
 
         // If the player is facing some object.
         if (Physics.Raycast(ray, out hitInfo, interactionDistance) && parkour)
         {
             // If the player is not crouched or flying.
             if (!isCrouched && Grounded)
             {
                 // If the player is not vaulting something.
                 if (!isClimbing && canVault)
                 {
                     // If you press the jump button or the player are running.
                     if ((Input.GetKeyDown(KeyCode.Space) && GetInput().y > 0) || moveState == MoveState.Running)
                     {
                         // Get the information from the object forward.
                         ParkourObjectInfo p = hitInfo.collider.GetComponent<ParkourObjectInfo>();
                         if (p != null)
                         {
                             // If the object contains the ParkourTrigger component, takes the information for the vault.
                             StartCoroutine(JumpObstacle(p.speed, p.endPosition));
                         }
                     }
                 }
             }
         }
     }
 
     /// <summary>
     /// Moves the player from the current position to the end position.
     /// Parameters: Jump speed, will the player climb on top of the object? and the end position.
     /// </summary>
     private IEnumerator JumpObstacle(float speed, Vector3 endPosition)
     {
         // Locks the player so it can not move.
         isClimbing = true;
 
         Vector3 start = transform.position;
         Vector3 end = transform.position + (transform.up * endPosition.y) + (transform.forward * endPosition.z);
 
         cameraAnim.PlayParkourAnimation(); // Play vault animation on camera.
         weaponManager.JumpObstacle(); // Play vault animation on the current weapon.
 
         for (float t = 0f; t < 1.0f;)
         {
             t += Time.deltaTime * speed; // Increase movement progress.
             transform.position = Vector3.Lerp(start, end, t); // Moves the player from the current position to the end position.
             yield return null;
         }
         isClimbing = false;
     }
 
     private void SetPlayerState ()
     {
         float currentSpeed = rigidBody.velocity.magnitude;
         float minMoveSpeed = RealWalkingSpeed() * 0.85f;
         bool idle = GetInput() == Vector2.zero;
 
         if (isGrounded && !jumping)
         {
             if (currentSpeed < minMoveSpeed * runMultiplier && currentSpeed > crouchSpeed && !CheckRunning() && !idle)
             {
                 // Walking
                 moveState = MoveState.Walking;
             }
             else if (currentSpeed > minMoveSpeed * RunMultiplierWithStamina() && !idle)
             {
                 // Running
                 moveState = MoveState.Running;
             }
             else if (currentSpeed < minMoveSpeed && currentSpeed > crouchSpeed * 0.85f && crouched && !idle)
             {
                 // Crouched
                 moveState = MoveState.Crouched;
             }
             else if (currentSpeed < crouchSpeed * 0.5f)
             {
                 // Idle
                 moveState = MoveState.Idle;
             }
         }
         else
         {
             if (healthController.CheckDistanceBelow() > jumpForce / 10f)
                 moveState = MoveState.Flying;
         }
     }
 
     private void UpdateStaminaAmount ()
     {
         staminaAmount = Mathf.Clamp(staminaAmount, 0, 100);
 
         if (staminaAmount <= 50)
             audioManager.PlayBreathingSound(breathClip, staminaAmount, 50);
 
         if (CheckRunning())
         {
             staminaAmount -= drainRate * Time.deltaTime;
         }
         else
         {
             staminaAmount += drainRate * Time.deltaTime;
         }
     }
 
     private void CheckCrouchedState()
     {
         float crouchingSpeed = 8.0f;
 
         if (crouched)
         {
             capsuleCol.height = 1.2f;
             capsuleCol.center = new Vector3(0, -0.4f, 0);
 
             playerCamera.transform.localPosition = Vector3.Lerp(playerCamera.transform.localPosition, new Vector3(0, 0.05f, 0), Time.deltaTime * crouchingSpeed);
         }
         else
         {
             capsuleCol.height = 2;
             capsuleCol.center = Vector3.zero;
 
             playerCamera.transform.localPosition = Vector3.Lerp(playerCamera.transform.localPosition, new Vector3(0, 0.8f, 0), Time.deltaTime * crouchingSpeed);
         }       
     }
 
     private void FixedUpdate ()
     {
         if (!isClimbing)
         {
             GroundCheck();
             Vector2 input = GetInput();
 
             if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon))
             {
                 // Always move along the camera forward as it is the direction that it being aimed at
                 //Vector3 desiredMove = playerCamera.transform.forward * input.y + playerCamera.transform.right * input.x;
                 Vector3 desiredMove = gameObject.transform.forward * input.y + gameObject.transform.right * input.x;
                 desiredMove = Vector3.ProjectOnPlane(desiredMove, groundContactNormal).normalized;
 
                 if (isGrounded)
                 {
                     desiredMove.x = desiredMove.x * currentSpeed;
                     desiredMove.z = desiredMove.z * currentSpeed;
                     desiredMove.y = desiredMove.y * currentSpeed;
                 } 
                 else
                 {
                     desiredMove.x = desiredMove.x * currentSpeed * airControlPercent;
                     desiredMove.z = desiredMove.z * currentSpeed * airControlPercent;
                     desiredMove.y = desiredMove.y * currentSpeed * airControlPercent;
                 }
 
                 if (rigidBody.velocity.sqrMagnitude < (currentSpeed * currentSpeed))
                 {
                     rigidBody.AddForce(desiredMove, ForceMode.Impulse);
                 }
             }
 
             if (isGrounded)
             {
                 rigidBody.drag = 5f;
 
                 if (jump)
                 {
                     rigidBody.drag = 0f;
                     rigidBody.velocity = new Vector3(rigidBody.velocity.x, 0f, rigidBody.velocity.z);
                     rigidBody.AddForce(new Vector3(0f, jumpForce * 10, 0f), ForceMode.Impulse);
                     jumping = true;
                     cameraAnim.JumpShake();
                 }
 
                 if (!jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && rigidBody.velocity.magnitude < 1f)
                 {
                     rigidBody.Sleep();
                 }
             }
             else
             {
                 rigidBody.drag = 0f;
 
                 if (rigidBody.velocity.magnitude < fallSpeed)
                 {
                     rigidBody.AddForce(Physics.gravity, ForceMode.Impulse);
                 }
 
                 if (previouslyGrounded && !jumping)
                 {
                     StickToGroundHelper();
                 }
             }
             jump = false;
         }
     }
 
     private float UpdateCurrentSpeed ()
     {
         if (crouched)
         {
             return crouchSpeed;
         }
         else
         {
             if (CheckRunning())
             {
                 return RealWalkingSpeed() * (stamina ? RunMultiplierWithStamina() : runMultiplier);
             }
             else
             {
                 return aiming ? RealWalkingSpeed() * 0.7f : RealWalkingSpeed();
             }
         }
     }
 
     public float RunMultiplierWithStamina ()
     {
         return stamina ? 1 + (staminaAmount * (runMultiplier - 1)) / 100 : runMultiplier;
     }
 
     public float RealWalkingSpeed ()
     {
         switch (weight)
         {
             case 0 : return walkingSpeed;
             case 1 : return walkingSpeed * 0.9f;
             case 2 : return walkingSpeed * 0.85f;
             case 3 : return walkingSpeed * 0.8f;
             case 4 : return walkingSpeed * 0.75f;
             case 5 : return walkingSpeed * 0.7f;
             default: return walkingSpeed;
         }
     }
 
     public bool CheckRunning ()
     {
         Vector2 input = GetInput();
 
         if (Input.GetButtonDown("Run"))
         {
             running = true;
         }
 
         if (Input.GetButton("Run") && running && input.y > 0 && !aiming)
         {
             return true;
         }
         else
         {
             running = false;
             return false;
         }
     } 
 
     private void StickToGroundHelper ()
     {
         RaycastHit hitInfo;
         if (Physics.SphereCast(transform.position, capsuleCol.radius * (1 - shellOffset), Vector3.down, out hitInfo,
                                ((capsuleCol.height / 2f) - capsuleCol.radius) +
                                stickToGroundHelperDistance, ~0, QueryTriggerInteraction.Ignore))
         {
             if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) > slopeLimit)
             {
                 rigidBody.velocity = Vector3.ProjectOnPlane(rigidBody.velocity, hitInfo.normal);
             }
         }
     }
 
     private float DistanceUpwards ()
     {
         RaycastHit hitInfo;
 
         if (Physics.SphereCast(transform.position + capsuleCol.center - new Vector3(0, capsuleCol.height / 2, 0),
             capsuleCol.radius - 0.1f, transform.up, out hitInfo, 10))
         {
             return hitInfo.distance;
         }
         else
         {
             return 3;
         }
     }
 
     public Vector2 GetInput ()
     {
         Vector2 input = new Vector2
         {
             x = Input.GetAxis("Horizontal"),
             y = Input.GetAxis("Vertical")
         };
         
         return input;
     }
 
     // Sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
     private void GroundCheck ()
     {
         previouslyGrounded = isGrounded;
         RaycastHit hitInfo;
         
         if (Physics.SphereCast(transform.position, capsuleCol.radius * (1 - shellOffset), Vector3.down, out hitInfo,
                                ((capsuleCol.height / 2f) - capsuleCol.radius) + (crouched ? 0.5f : 0.05f), ~0, QueryTriggerInteraction.Ignore))
         {
             isGrounded = true;
             groundContactNormal = hitInfo.normal;
         }
         else
         {
             isGrounded = false;
             groundContactNormal = Vector3.up;
         }
         if (!previouslyGrounded && isGrounded && jumping)
         {
             jumping = false;
         }
     }
 
     private void DrawGizmo(bool selected)
     {
         Color col = new Color(0.0f,0.7f,1f,1.0f);
         col.a = selected ? 0.3f : 0.1f;
         Gizmos.color = col;
         Gizmos.DrawCube (transform.position, new Vector3(0.7f, 2, 0.7f));
         col.a = selected ? 0.5f : 0.2f;
         Gizmos.color = col;
         Gizmos.DrawWireCube (transform.position, new Vector3(0.7f, 2, 0.7f));        
     }
 
     public void OnDrawGizmos()
     {
         DrawGizmo(false);
     }
     public void OnDrawGizmosSelected()
     {
         DrawGizmo(true);
     }
 }
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