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Question by Imran1357 · Jan 02, 2018 at 12:11 AM · c#movementmovement script

How to make moving backwards slower than moving forwards

Hi, I'm currently using this (slightly adapted) PlayerController script which I copied from here:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
 
     public float movementSpeed = 9.0f;
 
     // Use this for initialization
     void Start()
     {
        
     }
 
     // Update is called once per frame
     void Update()
     {
         var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
         var z = Input.GetAxis("Vertical") * Time.deltaTime * movementSpeed;
                
         transform.Rotate(0, x, 0);
         transform.Translate(0, 0, z);
     }
 }

I'd like to make the movement speed when moving backward into say 70% of normal.

I tried using an if statement on z saying that if z<0, z=0.7*z, but that didn't seem to work since apparently z was a double which couldn't be turned into a float without a cast. I didn't want to cast since (according to MS) "Casting is required when information might be lost in the conversion, or when the conversion might not succeed for other reasons. "

Anyone know how to solve this?

Thanks in advance!

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avatar image MezFo · Jan 02, 2018 at 01:27 AM 0
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You should be changing movementspeed in the if statement not "z". so, if(z < 0) { movementspeed = (what ever you want) } else{ movementspeed = (forward speed you want) }

avatar image Larry-Dietz MezFo · Jan 02, 2018 at 03:06 AM 0
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Since the value of z is derived from a calculation that already used movementSpeed, changing movementSpeed at this point would not do much of anything.

$$anonymous$$y recommendation would be to store the value of the Input.GetAxis("Vertical") command in a temporary variable, then modify the rest of the calculation based on that being positive or negative. Something like this...

 var tmp = Input.GetAxis("Vertical");
 
 var z = tmp * Time.deltaTime * ((tmp < 0 ? .7 : 1) * movementSpeed);
 

avatar image Tespy · Jan 02, 2018 at 02:30 AM 1
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Really don't worry about casting the double to a float; unless the double value goes beyond the float value range, you won't really lose anything.

And since they're both numerical types, the conversion definitely will succeed.

avatar image getyour411 · Jan 03, 2018 at 02:58 AM 1
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Z in your code is not a double. A very common error is to forget to add the "f" ( 0.7 versus 0.7f)

avatar image Imran1357 getyour411 · Jan 04, 2018 at 10:43 PM 0
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I believe I did forget just that. Only been using C# for a couple of days, thanks for pointing that out - I never would have realized it otherwise!

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Answer by Ginxx009 · Jan 02, 2018 at 03:23 AM

This might help you . My suggestion is using by KeyCode

  Vector3 temp = Vector3.zero;
 
 void Update(){
  if (Input.GetKey (KeyCode.W)
         {
        //movementSpeedForward here
        temp += transform.forward;
         }
  if (Input.GetKey (KeyCode.S))
         {      
          //movementSpeedBackward here
          temp += transform.forward * -1;
         }
 
 }


Hope it helps you :). Its much better :)

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avatar image Imran1357 · Jan 03, 2018 at 02:45 AM 0
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Thanks mate, I'll give that a shot.

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