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
0
Question by chaaaardkun · Dec 03, 2016 at 07:39 AM · c#scripting problemmovementthirdpersoncontroller

how to modify the movement speed of a standard asset(thirdpersoncharacter) using other scripts?

Hello. I have a problem here in my project. I am currently using the standard asset Third Person Character. In this script, everything is provided except for the sprinting of the character. i have provided the script below.

 using UnityEngine;
 
 namespace UnityStandardAssets.Characters.ThirdPerson
 {
     [RequireComponent(typeof(Rigidbody))]
     [RequireComponent(typeof(CapsuleCollider))]
     [RequireComponent(typeof(Animator))]
     public class ThirdPersonCharacter : MonoBehaviour
     {
         [SerializeField] float m_MovingTurnSpeed = 360;
         [SerializeField] float m_StationaryTurnSpeed = 180;
         [SerializeField] float m_JumpPower = 12f;
         [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
         [SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
         [SerializeField] float m_MoveSpeedMultiplier = 1f;
         [SerializeField] float m_AnimSpeedMultiplier = 1f;
         [SerializeField] float m_GroundCheckDistance = 0.1f;
 
         Rigidbody m_Rigidbody;
         Animator m_Animator;
         bool m_IsGrounded;
         float m_OrigGroundCheckDistance;
         const float k_Half = 0.5f;
         float m_TurnAmount;
         float m_ForwardAmount;
         Vector3 m_GroundNormal;
         float m_CapsuleHeight;
         Vector3 m_CapsuleCenter;
         CapsuleCollider m_Capsule;
         bool m_Crouching;
 
 
         void Start()
         {
             m_Animator = GetComponent<Animator>();
             m_Rigidbody = GetComponent<Rigidbody>();
             m_Capsule = GetComponent<CapsuleCollider>();
             m_CapsuleHeight = m_Capsule.height;
             m_CapsuleCenter = m_Capsule.center;
 
             m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
             m_OrigGroundCheckDistance = m_GroundCheckDistance;
         }
 
 
         public void Move(Vector3 move, bool crouch, bool jump)
         {
 
             // convert the world relative moveInput vector into a local-relative
             // turn amount and forward amount required to head in the desired
             // direction.
             if (move.magnitude > 1f) move.Normalize();
             move = transform.InverseTransformDirection(move);
             CheckGroundStatus();
             move = Vector3.ProjectOnPlane(move, m_GroundNormal);
             m_TurnAmount = Mathf.Atan2(move.x, move.z);
             m_ForwardAmount = move.z;
 
             ApplyExtraTurnRotation();
 
             // control and velocity handling is different when grounded and airborne:
             if (m_IsGrounded)
             {
                 HandleGroundedMovement(crouch, jump);
             }
             else
             {
                 HandleAirborneMovement();
             }
 
             ScaleCapsuleForCrouching(crouch);
             PreventStandingInLowHeadroom();
 
             // send input and other state parameters to the animator
             UpdateAnimator(move);
         }
 
 
         void ScaleCapsuleForCrouching(bool crouch)
         {
             if (m_IsGrounded && crouch)
             {
                 if (m_Crouching) return;
                 m_Capsule.height = m_Capsule.height / 2f;
                 m_Capsule.center = m_Capsule.center / 2f;
                 m_Crouching = true;
             }
             else
             {
                 Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
                 float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
                 if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
                 {
                     m_Crouching = true;
                     return;
                 }
                 m_Capsule.height = m_CapsuleHeight;
                 m_Capsule.center = m_CapsuleCenter;
                 m_Crouching = false;
             }
         }
 
         void PreventStandingInLowHeadroom()
         {
             // prevent standing up in crouch-only zones
             if (!m_Crouching)
             {
                 Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
                 float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
                 if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
                 {
                     m_Crouching = true;
                 }
             }
         }
 
 
         void UpdateAnimator(Vector3 move)
         {
             // update the animator parameters
             m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
             m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
             m_Animator.SetBool("Crouch", m_Crouching);
             m_Animator.SetBool("OnGround", m_IsGrounded);
             if (!m_IsGrounded)
             {
                 m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
             }
 
             // calculate which leg is behind, so as to leave that leg trailing in the jump animation
             // (This code is reliant on the specific run cycle offset in our animations,
             // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
             float runCycle =
                 Mathf.Repeat(
                     m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
             float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
             if (m_IsGrounded)
             {
                 m_Animator.SetFloat("JumpLeg", jumpLeg);
             }
 
             // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
             // which affects the movement speed because of the root motion.
             if (m_IsGrounded && move.magnitude > 0)
             {
                 m_Animator.speed = m_AnimSpeedMultiplier;
             }
             else
             {
                 // don't use that while airborne
                 m_Animator.speed = 1;
             }
         }
 
 
         void HandleAirborneMovement()
         {
             // apply extra gravity from multiplier:
             Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
             m_Rigidbody.AddForce(extraGravityForce);
 
             m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
         }
 
 
         void HandleGroundedMovement(bool crouch, bool jump)
         {
             // check whether conditions are right to allow a jump:
             if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
             {
                 // jump!
                 m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
                 m_IsGrounded = false;
                 m_Animator.applyRootMotion = false;
                 m_GroundCheckDistance = 0.1f;
             }
         }
 
         void ApplyExtraTurnRotation()
         {
             // help the character turn faster (this is in addition to root rotation in the animation)
             float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
             transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
         }
 
 
         public void OnAnimatorMove()
         {
             // we implement this function to override the default root motion.
             // this allows us to modify the positional speed before it's applied.
             if (m_IsGrounded && Time.deltaTime > 0)
             {
                 Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
 
                 // we preserve the existing y part of the current velocity.
                 v.y = m_Rigidbody.velocity.y;
                 m_Rigidbody.velocity = v;
             }
         }
 
 
         void CheckGroundStatus()
         {
             RaycastHit hitInfo;
 #if UNITY_EDITOR
             // helper to visualise the ground check ray in the scene view
             Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
 #endif
             // 0.1f is a small offset to start the ray from inside the character
             // it is also good to note that the transform position in the sample assets is at the base of the character
             if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
             {
                 m_GroundNormal = hitInfo.normal;
                 m_IsGrounded = true;
                 m_Animator.applyRootMotion = true;
             }
             else
             {
                 m_IsGrounded = false;
                 m_GroundNormal = Vector3.up;
                 m_Animator.applyRootMotion = false;
             }
         }
     }
 }
 

I would like to override/change the characters MOVEMENT SPEED(using different script) depending on these instances: 1. When pressing shift as sprint(partly solved but i would like to see other solutions since what i did is override it using the main script and its not appropriate in my game since i have alot of instances and i want it in a different script) 2. When colliding with Buffs/debuffs(stun/slow/boost speed etc)(overriding the default MovementSpeed temporarily in n-seconds) 3. When the character is wearing an item with stats(overriding the default MovementSpeed)

OR if you have some assets with basic animations and third person controller that is easier to use and to modify, i'd appreciate it if you can give me a link!

Please help me. this is my thesis project and i only have a really limited time (since self studying from the start ate up my time). I am currently stuck in this part of coding. THANK YOU!

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by robjames26 · Dec 08, 2020 at 08:46 PM

I know this is an old question, but just in case others are looking for answers. You can add public variables, m_RunSpeed & m_WalkSpeed, to set the speed of both. Then adjust your code as so:

ThirdPersonUserControls.cs

if !MOBILE_INPUT

        // walk speed multiplier
         if (Input.GetKey(KeyCode.LeftShift))
         {
             m_Move *= m_RunSpeed;
         }
         else
         {
             m_Move *= m_WalkSpeed; // make player walk
         }

endif

Will cause your player to walk when moving forward and run when the left shift key is pressed.

Comment
Add comment · Share
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

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

277 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 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 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 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 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

Unity Space Shooter Tutorial Player Will Not Move 1 Answer

How to stop movement script on void start and resume after. 0 Answers

How do i limit my accelerometer movement 1 Answer

How can I make the camera not overreach a limit of rotation one axis. 0 Answers

Using spawners script variable to set relevant speed of an Enemy... Im bewildered 1 Answer


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