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Question by JustSomeWeirdGuy · Dec 01, 2015 at 02:39 PM · cameraactivatedeactivate

(SOLVED) Disable First Person Character movment and STILL be able to controll the First PErson Camera.

So I had an Idea for a game. (Please don't steal my idea!) What if when you can see, you can't move, but when you can move, you can't see?

My problem is, I have a script that activates/deactivate the "First Person Controller" script. But then that means you can't move your camera.

 var scriptToControl : UnityStandardAssets.Characters.FirstPerson.FirstPersonController;
  
  function Start () {
       scriptToControl = GetComponent("FirstPersonController");
  }
  
  function Update() {
      if (Input.GetKeyDown(KeyCode.X)) {
            Debug.Log("User pressed X");
            if (scriptToControl.enabled)
                     scriptToControl.enabled = false;
                     ;
            
            else
                     scriptToControl.enabled = true;
                     
       }
 }

I tried adding a "Mouse Look" script to my camera, but then the First Person Controller doesn't move right.

Then I tried making it change the Walking Speed.

 var scriptToControl : UnityStandardAssets.Characters.FirstPerson.FirstPersonController;
  
  function Start () {
       scriptToControl = GetComponent("FirstPersonController");
  }
  
  function Update() {
      if (Input.GetKeyDown(KeyCode.X)) {
            Debug.Log("User pressed X");
            if (scriptToControl.enabled)
                     scriptToControl.m_WalkSpeed = 0;
                     ;
            
            else
                     scriptToControl.m_WalkSpeed = 5;
                     
       }
 }

But then i got this error:

"BCE0120: 'UnityStandardAssets.Characters.FirstPerson.FirstPersonController.m_WalkSpeed' is inaccessible due to its protection level."

What do I do?

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Answer by Murkas · Dec 01, 2015 at 04:11 PM

You can't access m_WalkSpeed, because it is a private variable. You could change it in the "FirstPersonController.cs". But I think there are better solutions than just changing this variable. You could add a variable public bool CanMove=true;and whenever you want to stop the player movement, set this variable to false. Also you have to change the controllers code a bit. Search for the "Update" function and change it like this:

 private void Update(){
     RotateView();
     if(!CanMove){
         return;
     }
     //[existant stuff]
     
 }

This way only the rotation-part of the controller will be done, if it should not move.

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avatar image JustSomeWeirdGuy · Dec 01, 2015 at 05:15 PM 0
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Sorry, didn't understand. But thanks anyway. I found a solution, though.

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Answer by JustSomeWeirdGuy · Dec 02, 2015 at 10:08 AM

I HAVE FOUND A SOLUTION! (In case anyone else wants to do the same idea as me)

I just used the old Character Controller Prefab. Since it has a SEPARATE script for moving the camera, I can disable the "Character Motor" script, and still move my camera.

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