Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
-1
Question by RocketGame · May 23, 2016 at 04:28 PM · fps

FristPerson Problem

I have problem with firstperson. In unity i have error because of which i can not run Playmode. alt text

My settings in Mouse Look.

using UnityEngine; using System.Collections;

/// MouseLook rotates the transform based on the mouse delta. /// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character: /// - Create a capsule. /// - Add the MouseLook script to the capsule. /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) /// - Add FPSInputController script to the capsule /// -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add a MouseLook script to the camera. /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour {

 public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
 public RotationAxes axes = RotationAxes.MouseXAndY;
 public float sensitivityX = 15F;
 public float sensitivityY = 15F;

 public float minimumX = -360F;
 public float maximumX = 360F;

 public float minimumY = -60F;
 public float maximumY = 60F;

 float rotationY = 0F;

 void Update ()
 {
     if (axes == RotationAxes.MouseXAndY)
     {
         float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
         
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
         
         transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
     }
     else if (axes == RotationAxes.MouseX)
     {
         transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
     }
     else
     {
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
         
         transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
     }
 }

My settings in Character Monitor.

pragma strict

pragma implicit #pragma downcast

// Does this script currently respond to input? var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organization!

// The current global direction we want the character to move in. @System.NonSerialized var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking // for the jump button directly so this script can also be used by AIs. @System.NonSerialized var inputJump : boolean = false;

class CharacterMotorMovement { // The maximum horizontal speed when moving var maxForwardSpeed : float = 10.0; var maxSidewaysSpeed : float = 10.0; var maxBackwardsSpeed : float = 10.0;

 // Curve for multiplying speed based on slope (negative = downwards)
 var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
 
 // How fast does the character change speeds?  Higher is faster.
 var maxGroundAcceleration : float = 30.0;
 var maxAirAcceleration : float = 20.0;

 // The gravity for the character
 var gravity : float = 10.0;
 var maxFallSpeed : float = 20.0;
 
 // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
 // Very handy for organization!

 // The last collision flags returned from controller.Move
 @System.NonSerialized
 var collisionFlags : CollisionFlags; 

 // We will keep track of the character's current velocity,
 @System.NonSerialized
 var velocity : Vector3;
 
 // This keeps track of our current velocity while we're not grounded
 @System.NonSerialized
 var frameVelocity : Vector3 = Vector3.zero;
 
 @System.NonSerialized
 var hitPoint : Vector3 = Vector3.zero;
 
 @System.NonSerialized
 var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);

}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump { None, // The jump is not affected by velocity of floor at all. InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. }

// We will contain all the jumping related variables in one helper class for clarity. class CharacterMotorJumping { // Can the character jump? var enabled : boolean = true;

 // How high do we jump when pressing jump and letting go immediately
 var baseHeight : float = 1.0;
 
 // We add extraHeight units (meters) on top when holding the button down longer while jumping
 var extraHeight : float = 4.1;
 
 // How much does the character jump out perpendicular to the surface on walkable surfaces?
 // 0 means a fully vertical jump and 1 means fully perpendicular.
 var perpAmount : float = 0.0;
 
 // How much does the character jump out perpendicular to the surface on too steep surfaces?
 // 0 means a fully vertical jump and 1 means fully perpendicular.
 var steepPerpAmount : float = 0.5;
 
 // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
 // Very handy for organization!

 // Are we jumping? (Initiated with jump button and not grounded yet)
 // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
 @System.NonSerialized
 var jumping : boolean = false;
 
 @System.NonSerialized
 var holdingJumpButton : boolean = false;

 // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
 @System.NonSerialized
 var lastStartTime : float = 0.0;
 
 @System.NonSerialized
 var lastButtonDownTime : float = -100;
 
 @System.NonSerialized
 var jumpDir : Vector3 = Vector3.up;

}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform { var enabled : boolean = true;

 var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
 
 @System.NonSerialized
 var hitPlatform : Transform;
 
 @System.NonSerialized
 var activePlatform : Transform;
 
 @System.NonSerialized
 var activeLocalPoint : Vector3;
 
 @System.NonSerialized
 var activeGlobalPoint : Vector3;
 
 @System.NonSerialized
 var activeLocalRotation : Quaternion;
 
 @System.NonSerialized
 var activeGlobalRotation : Quaternion;
 
 @System.NonSerialized
 var lastMatrix : Matrix4x4;
 
 @System.NonSerialized
 var platformVelocity : Vector3;
 
 @System.NonSerialized
 var newPlatform : boolean;

}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding { // Does the character slide on too steep surfaces? var enabled : boolean = true;

 // How fast does the character slide on steep surfaces?
 var slidingSpeed : float = 15;
 
 // How much can the player control the sliding direction?
 // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
 var sidewaysControl : float = 1.0;
 
 // How much can the player influence the sliding speed?
 // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
 var speedControl : float = 0.4;

}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized var grounded : boolean = true;

@System.NonSerialized var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () { controller = GetComponent (CharacterController); tr = transform; }

private function UpdateFunction () { // We copy the actual velocity into a temporary variable that we can manipulate. var velocity : Vector3 = movement.velocity;

 // Update velocity based on input
 velocity = ApplyInputVelocityChange(velocity);
 
 // Apply gravity and jumping force
 velocity = ApplyGravityAndJumping (velocity);
 
 // Moving platform support
 var moveDistance : Vector3 = Vector3.zero;
 if (MoveWithPlatform()) {
     var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
     moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
     if (moveDistance != Vector3.zero)
         controller.Move(moveDistance);
     
     // Support moving platform rotation as well:
     var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
     var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
     
     var yRotation = rotationDiff.eulerAngles.y;
     if (yRotation != 0) {
         // Prevent rotation of the local up vector
         tr.Rotate(0, yRotation, 0);
     }
 }
 
 // Save lastPosition for velocity calculation.
 var lastPosition : Vector3 = tr.position;
 
 // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
 var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
 
 // Find out how much we need to push towards the ground to avoid loosing grouning
 // when walking down a step or over a sharp change in slope.
 var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
 if (grounded)
     currentMovementOffset -= pushDownOffset * Vector3.up;
 
 // Reset variables that will be set by collision function
 movingPlatform.hitPlatform = null;
 groundNormal = Vector3.zero;
 
    // Move our character!
 movement.collisionFlags = controller.Move (currentMovementOffset);
 
 movement.lastHitPoint = movement.hitPoint;
 lastGroundNormal = groundNormal;
 
 if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
     if (movingPlatform.hitPlatform != null) {
         movingPlatform.activePlatform = movingPlatform.hitPlatform;
         movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
         movingPlatform.newPlatform = true;
     }
 }
 
 // Calculate the velocity based on the current and previous position.  
 // This means our velocity will only be the amount the character actually moved as a result of collisions.
 var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
 movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
 var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
 
 // The CharacterController can be moved in unwanted directions when colliding with things.
 // We want to prevent this from influencing the recorded velocity.
 if (oldHVelocity == Vector3.zero) {
     movement.velocity = new Vector3(0, movement.velocity.y, 0);
 }
 else {
     var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
     movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
 }
 
 if (movement.velocity.y < velocity.y - 0.001) {
     if (movement.velocity.y < 0) {
         // Something is forcing the CharacterController down faster than it should.
         // Ignore this
         movement.velocity.y = velocity.y;
     }
     else {
         // The upwards movement of the CharacterController has been blocked.
         // This is treated like a ceiling collision - stop further jumping here.
         jumping.holdingJumpButton = false;
     }
 }
 
 // We were grounded but just loosed grounding
 if (grounded && !IsGroundedTest()) {
     grounded = false;
     
     // Apply inertia from platform
     if (movingPlatform.enabled &&
         (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
         movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
     ) {
         movement.frameVelocity = movingPlatform.platformVelocity;
         movement.velocity += movingPlatform.platformVelocity;
     }
     
     SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
     // We pushed the character down to ensure it would stay on the ground if there was any.
     // But there wasn't so now we cancel the downwards offset to make the fall smoother.
     tr.position += pushDownOffset * Vector3.up;
 }
 // We were not grounded but just landed on something
 else if (!grounded && IsGroundedTest()) {
     grounded = true;
     jumping.jumping = false;
     SubtractNewPlatformVelocity();
     
     SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
 }
 
 // Moving platforms support
 if (MoveWithPlatform()) {
     // Use the center of the lower half sphere of the capsule as reference point.
     // This works best when the character is standing on moving tilting platforms. 
     movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
     movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
     
     // Support moving platform rotation as well:
     movingPlatform.activeGlobalRotation = tr.rotation;
     movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
 }

}

function FixedUpdate () { if (movingPlatform.enabled) { if (movingPlatform.activePlatform != null) { if (!movingPlatform.newPlatform) { var lastVelocity : Vector3 = movingPlatform.platformVelocity;

             movingPlatform.platformVelocity = (
                 movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
                 - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
             ) / Time.deltaTime;
         }
         movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
         movingPlatform.newPlatform = false;
     }
     else {
         movingPlatform.platformVelocity = Vector3.zero;    
     }
 }
 
 if (useFixedUpdate)
     UpdateFunction();

}

function Update () { if (!useFixedUpdate) UpdateFunction(); }

private function ApplyInputVelocityChange (velocity : Vector3) {
if (!canControl) inputMoveDirection = Vector3.zero;

 // Find desired velocity
 var desiredVelocity : Vector3;
 if (grounded && TooSteep()) {
     // The direction we're sliding in
     desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
     // Find the input movement direction projected onto the sliding direction
     var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
     // Add the sliding direction, the spped control, and the sideways control vectors
     desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
     // Multiply with the sliding speed
     desiredVelocity *= sliding.slidingSpeed;
 }
 else
     desiredVelocity = GetDesiredHorizontalVelocity();
 
 if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
     desiredVelocity += movement.frameVelocity;
     desiredVelocity.y = 0;
 }
 
 if (grounded)
     desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
 else
     velocity.y = 0;
 
 // Enforce max velocity change
 var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
 var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
 if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
     velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
 }
 // If we're in the air and don't have control, don't apply any velocity change at all.
 // If we're on the ground and don't have control we do apply it - it will correspond to friction.
 if (grounded || canControl)
     velocity += velocityChangeVector;
 
 if (grounded) {
     // When going uphill, the CharacterController will automatically move up by the needed amount.
     // Not moving it upwards manually prevent risk of lifting off from the ground.
     // When going downhill, DO move down manually, as gravity is not enough on steep hills.
     velocity.y = Mathf.Min(velocity.y, 0);
 }
 
 return velocity;

}

private function ApplyGravityAndJumping (velocity : Vector3) {

 if (!inputJump || !canControl) {
     jumping.holdingJumpButton = false;
     jumping.lastButtonDownTime = -100;
 }
 
 if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
     jumping.lastButtonDownTime = Time.time;
 
 if (grounded)
     velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
 else {
     velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
     
     // When jumping up we don't apply gravity for some time when the user is holding the jump button.
     // This gives more control over jump height by pressing the button longer.
     if (jumping.jumping && jumping.holdingJumpButton) {
         // Calculate the duration that the extra jump force should have effect.
         // If we're still less than that duration after the jumping time, apply the force.
         if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
             // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
             velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
         }
     }
     
     // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
     velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
 }
     
 if (grounded) {
     // Jump only if the jump button was pressed down in the last 0.2 seconds.
     // We use this check instead of checking if it's pressed down right now
     // because players will often try to jump in the exact moment when hitting the ground after a jump
     // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
     // it's confusing and it feels like the game is buggy.
     if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
         grounded = false;
         jumping.jumping = true;
         jumping.lastStartTime = Time.time;
         jumping.lastButtonDownTime = -100;
         jumping.holdingJumpButton = true;
         
         // Calculate the jumping direction
         if (TooSteep())
             jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
         else
             jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
         
         // Apply the jumping force to the velocity. Cancel any vertical velocity first.
         velocity.y = 0;
         velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
         
         // Apply inertia from platform
         if (movingPlatform.enabled &&
             (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
             movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
         ) {
             movement.frameVelocity = movingPlatform.platformVelocity;
             velocity += movingPlatform.platformVelocity;
         }
         
         SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
     }
     else {
         jumping.holdingJumpButton = false;
     }
 }
 
 return velocity;

}

function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) { if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero) groundNormal = hit.normal; else groundNormal = lastGroundNormal;

     movingPlatform.hitPlatform = hit.collider.transform;
     movement.hitPoint = hit.point;
     movement.frameVelocity = Vector3.zero;
 }

}

private function SubtractNewPlatformVelocity () { // When landing, subtract the velocity of the new ground from the character's velocity // since movement in ground is relative to the movement of the ground. if (movingPlatform.enabled && (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) ) { // If we landed on a new platform, we have to wait for two FixedUpdates // before we know the velocity of the platform under the character if (movingPlatform.newPlatform) { var platform : Transform = movingPlatform.activePlatform; yield WaitForFixedUpdate(); yield WaitForFixedUpdate(); if (grounded && platform == movingPlatform.activePlatform) yield 1; } movement.velocity -= movingPlatform.platformVelocity; } }

private function MoveWithPlatform () : boolean { return ( movingPlatform.enabled && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) && movingPlatform.activePlatform != null ); }

private function GetDesiredHorizontalVelocity () { // Find desired velocity var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection); var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection); if (grounded) { // Modify max speed on slopes based on slope speed multiplier curve var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) Mathf.Rad2Deg; maxSpeed = movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle); } return tr.TransformDirection(desiredLocalDirection * maxSpeed); }

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 { var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity); return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; }

private function IsGroundedTest () { return (groundNormal.y > 0.01); }

function GetMaxAcceleration (grounded : boolean) : float { // Maximum acceleration on ground and in air if (grounded) return movement.maxGroundAcceleration; else return movement.maxAirAcceleration; }

function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 targetJumpHeight movement.gravity); }

function IsJumping () { return jumping.jumping; }

function IsSliding () { return (grounded && sliding.enabled && TooSteep()); }

function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; }

function IsGrounded () { return grounded; }

function TooSteep () { return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); }

function GetDirection () { return inputMoveDirection; }

function SetControllable (controllable : boolean) { canControl = controllable; }

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. // The function returns the length of the resulting vector. function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float { if (desiredMovementDirection == Vector3.zero) return 0; else { var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; var length : float = new Vector3(temp.x, 0, temp.z zAxisEllipseMultiplier).magnitude movement.maxSidewaysSpeed; return length; } }

function SetVelocity (velocity : Vector3) { grounded = false; movement.velocity = velocity; movement.frameVelocity = Vector3.zero; SendMessage("OnExternalVelocity"); }

// Require a character controller to be attached to the same game object @script RequireComponent (CharacterController) @script AddComponentMenu ("Character/Character Motor")

My settings in FPS Input Controler.

private var motor : CharacterMotor;

// Use this for initialization function Awake () { motor = GetComponent(CharacterMotor); }

// Update is called once per frame function Update () { // Get the input vector from kayboard or analog stick var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

 if (directionVector != Vector3.zero) {
     // Get the length of the directon vector and then normalize it
     // Dividing by the length is cheaper than normalizing when we already have the length anyway
     var directionLength = directionVector.magnitude;
     directionVector = directionVector / directionLength;
     
     // Make sure the length is no bigger than 1
     directionLength = Mathf.Min(1, directionLength);
     
     // Make the input vector more sensitive towards the extremes and less sensitive in the middle
     // This makes it easier to control slow speeds when using analog sticks
     directionLength = directionLength * directionLength;
     
     // Multiply the normalized direction vector by the modified length
     directionVector = directionVector * directionLength;
 }
 
 // Apply the direction to the CharacterMotor
 motor.inputMoveDirection = transform.rotation * directionVector;
 motor.inputJump = Input.GetButton("Jump");

}

// Require a character controller to be attached to the same game object @script RequireComponent (CharacterMotor) @script AddComponentMenu ("Character/FPS Input Controller")

Please Help!

screenshot-2016-05-23-18-20-35.png (39.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

60 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem with instantiate and destroy multiple objects 0 Answers

screen goes black 2 Answers

How do I increase the camera turn speed for the xbox 360 controller? 1 Answer

How to make a gameObject's Y rotation being another gameObjects' X rotation 1 Answer

Networking Fps Cameras 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges