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Question by doug-in-a-box · Aug 28, 2016 at 12:04 PM · fpscontrollerboat

need help with using UFPS to control a ship

hello all my friend has UFPS and together we are trying to create a boat/pirate game but we are a little stuck, we are trying to get the UFPS character to be able to walk up to a boat wheel press a button then be able to control the boat without your player disappearing because other players can see your player (the games multiplayer) we just need the player to stop controlling there UFPS and swap to the boat. so if anyone knows of a tutorial or just has that scrip your help wound be much appreciated thank you.

my boat controller

using UnityEngine;

/// /// Basic boat controller. /// [RequireComponent(typeof (Rigidbody))] public class DW_BoatController : MonoBehaviour { public float MovementSpeed = 1400f; public float RotationSpeed = 20f;

 private void Update() {
     // Receiving the input
     Vector3 dir = Vector3.zero;
     #if UNITY_IPHONE || UNITY_ANDROID || UNITY_BLACKBERRY || UNITY_WP8
         #if UNITY_3_5 && UNITY_ANDROID
             dir.x = Mathf.Clamp(-Input.acceleration.y * 2f, -1f, 1f);
             dir.z = 1f;
         #else
             dir.x = Mathf.Clamp(Input.acceleration.x * 2f, -1f, 1f);
             dir.z = 1f;
         #endif
     #else
         dir.x = Input.GetAxisRaw("Horizontal");
         dir.z = Input.GetAxisRaw("Vertical");
     #endif

     // Move backwards at half speed
     float speed = dir.z > 0f ? dir.z : dir.z * 0.5f;

     // Apply movement
     Vector3 force = new Vector3(transform.forward.x, 0f, transform.forward.z) * speed * MovementSpeed;
     GetComponent<Rigidbody>().AddForce(force * Time.deltaTime, ForceMode.VelocityChange);

     // Apply rotation
     GetComponent<Rigidbody>().AddTorque(0f, dir.x * RotationSpeed * Time.deltaTime, 0f, ForceMode.VelocityChange);
 }

}

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