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Question by bruinsquad3 · Mar 12, 2020 at 03:56 AM · errorplayerfps

My player won't move!,Why is my player not moving?

I have just got into Unity and have encountered my first problem. My player will not move, There are no error scripts in the console. I am using Unity 2018.3.14f1 as well as with Microsoft Studio 2015.

Code 1: Player_Motor { using UnityEngine;

[RequireComponent(typeof(Rigidbody))] public class Player_Motor : MonoBehaviour {

 private Vector3 velocity = Vector3.zero;

 private Rigidbody rb;
 private Vector3 veloctiy;

 void Start()
 {
     rb = GetComponent<Rigidbody>();
 }

 // Gets a movement vector
 public void Move(Vector3 _velocity)
 {
     veloctiy = _velocity;
 }

 //Run every physics interation
 void FixedUpdate()
 {
     PeformMovement();
 }

 //Peform movement based on velocity variable
 void PeformMovement()
 {
     if (velocity != Vector3.zero)
     {
         rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
     }
 }

}

Code 2: Player_Controller using UnityEngine; [RequireComponent(typeof(Player_Motor))] public class Player_Controller : MonoBehaviour {

 [SerializeField]
 private float speed = 5f;

 private Player_Motor motor;

 void Start()
 {
     motor = GetComponent<Player_Motor>();
 }

 void Update()
 {
     //Calculate movement velocity as a 3D vector
     float _xMov = Input.GetAxisRaw("Horizontal");
     float _zMov = Input.GetAxisRaw("Vertical");

     Vector3 _movHorizontal = transform.right * _xMov;
     Vector3 _movVertical = transform.forward * _zMov;

     //Final movement vector
     Vector3 _velocity = (_movHorizontal + _movVertical).normalized * speed;

     //Apply movement
     motor.Move(_velocity);

 }
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Answer by hnm938 · Mar 13, 2020 at 05:16 PM

Assuming you're trying to make an FPS Player Controller, try and use the Character Controller component.

Here is a simple Player Controller script using the Character Controller.

 using UnityEngine;
 public class PlayerController : MonoBehaviour
 {
     public CharacterController characterController;
 
     [Header("Camera")]
     public Camera cam;
     public float XSensitivity, YSensitivity;
     public bool invertPitch, clamp;
     public int minY, maxY;
 
     [Header("Movement")]
     public bool grounded, jumping;
     public float walkSpeed, sprintSpeed, jumpPower, gravity;
 
     [HideInInspector] public float jumpSpeed, verticalRotation, movementSpeed;
 
     private void Start()
     {
         movementSpeed = walkSpeed;
     }
 
     void Update()
     {
         float mouseX = Input.GetAxis("Mouse X"), mouseY = Input.GetAxis("Mouse Y");
 
         if (!invertPitch)
             mouseY = -mouseY;
         verticalRotation += mouseY * YSensitivity;
         if (clamp)
             verticalRotation = Mathf.Clamp(verticalRotation, minY, maxY);
 
         transform.Rotate(0, mouseX * XSensitivity, 0);
         cam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
 
         if (Input.GetMouseButtonDown(0))
             Cursor.lockState = CursorLockMode.Locked;
 
         float horizontal = Input.GetAxis("Horizontal"), forward = Input.GetAxis("Vertical");
 
         grounded = characterController.isGrounded;
 
         if (grounded)
         {
             jumping = false;
             jumpSpeed = 0;
         }
         else
             jumpSpeed -= (gravity * 25) * Time.deltaTime;
 
         if (Input.GetAxisRaw("Jump") != 0 && !jumping)
         {
             jumping = true;
             jumpSpeed = jumpPower;
         }
 
         if (Input.GetKey(KeyCode.LeftShift))
         {
             movementSpeed = sprintSpeed;
         }
         else if (Input.GetKeyUp(KeyCode.LeftShift))
         {
             movementSpeed = walkSpeed;
         }
 
         Vector3 motion = new Vector3(horizontal * movementSpeed, jumpSpeed, forward * movementSpeed);
         characterController.Move((transform.rotation * motion) * Time.deltaTime);
     }
 }
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