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Question by iicow_dudeii · Nov 19, 2015 at 11:17 PM · character movement

character continues to move after the buttons are released.

I am trying to make a simpler version of the fps controller script. I have may character moving and looking around but when i release the keys he walks like a square(the squares on the prototype floor) more before stopping. is there any way to fix this so he stops immediately after the keys are released?

here is my script:

 public class move : MonoBehaviour {
 
     public float walkspeed = 50;
     public float rotspeed = 100;
     public Camera cam;
 
     public CharacterController cc;
     // Use this for initialization
     void Start ()
     {
         cc = GetComponent<CharacterController>();
     }
     
     // Update is called once per frame
     void Update ()
     {
           float fwrd = Input.GetAxis("Vertical");
         float strafe = Input.GetAxis("Horizontal");
         float turn = Input.GetAxis("Mouse X") * rotspeed;
         float turn2 = Input.GetAxis("Mouse Y") * -rotspeed;
   
         var move = transform.TransformDirection(strafe, 0, fwrd).normalized*walkspeed;
         cc.SimpleMove(move);
         transform.Rotate(0, turn, 0);
         //this lets the camera look up and down
         cam.transform.Rotate(turn2, 0, 0);
 
     }
 }
 
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Answer by Dinosaurs · Nov 19, 2015 at 11:25 PM

I'm guessing your Gravity on the movement input axes is probably set too low, try turning it up to 1000 or so.

http://docs.unity3d.com/Manual/ConventionalGameInput.html

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avatar image iicow_dudeii · Nov 20, 2015 at 04:35 AM 0
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Thanks man I didn't even know that was apart of the inputs

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