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Question by Onfroi · Oct 17, 2016 at 04:19 AM · charactercontrollermovement scriptcharacter movement

Character movement

So I'm new to Unity, and was following a tutorial a couple months ago for a game and want to pick it up again, but I'm having trouble with character movement, this is the code I have: http://pastebin.com/KfdFp6nm

I know that's probably the shittiest code you've ever seen, but hey, I made it mostly by myself with the help from the wiki and some tutorials (I hope it's at least understandable). So I'm just looking for advice on how I could make this cleaner/optimized (also functional, since with this code, animations just freeze most of the time) or maybe a tutorial that could help me with this because all the ones I've found are kinda outdated.

Thanks in advance.

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avatar image TreyH · Oct 17, 2016 at 05:01 AM 0
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You could simplify that down to a few lines.

 void Update ()
 {
     // You could do all of this in one line, but your question gave of a learning vibe (and 1-line can be ugly)
     //
     // We'll want to print these values later to see what should be happening and when.
     bool shouldWalk = (Input.Get$$anonymous$$ey($$anonymous$$eyCode.W) 
                     || Input.Get$$anonymous$$ey($$anonymous$$eyCode.S) 
                     || Input.Get$$anonymous$$ey($$anonymous$$eyCode.A) 
                     || Input.Get$$anonymous$$ey($$anonymous$$eyCode.D));
 
     // Similarly for our Run animation
     bool shouldRun = shouldWalk && Input.Get$$anonymous$$ey($$anonymous$$eyCode.LeftShift);
 
     // Then just call your functions that seem to control animation components
     //
     // Note that our definition of shouldRun will always be false if the input for Walking
     // isn't currently active.
     //
     Walk(shouldWalk);
     Run(shouldRun);
 
     // Then check what should be happening
     Debug.LogFormat("Should Walk? {0}, Should Run? {1}", shouldWalk, shouldRun);
 }

edit: typo

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Answer by Steve79 · Sep 25, 2018 at 02:39 PM

I took existing animations in the asset store but when I aply scripts to my 3D third person character, he doesn't move anywere in play mode. How can I fix it?

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;
         }
     }
 }

}

namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof (ThirdPersonCharacter))] public class ThirdPersonUserControl : MonoBehaviour { private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object private Transform m_Cam; // A reference to the main camera in the scenes transform private Vector3 m_CamForward; // The current forward direction of the camera private Vector3 m_Move; private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.

     private void Start()
     {
         // get the transform of the main camera
         if (Camera.main != null)
         {
             m_Cam = Camera.main.transform;
         }
         else
         {
             Debug.LogWarning(
                 "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
             // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
         }

         // get the third person character ( this should never be null due to require component )
         m_Character = GetComponent<ThirdPersonCharacter>();
     }


     private void Update()
     {
         if (!m_Jump)
         {
             m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
         }
     }


     // Fixed update is called in sync with physics
     private void FixedUpdate()
     {
         // read inputs
         float h = CrossPlatformInputManager.GetAxis("Horizontal");
         float v = CrossPlatformInputManager.GetAxis("Vertical");
         bool crouch = Input.GetKey(KeyCode.C);

         // calculate move direction to pass to character
         if (m_Cam != null)
         {
             // calculate camera relative direction to move:
             m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
             m_Move = v*m_CamForward + h*m_Cam.right;
         }
         else
         {
             // we use world-relative directions in the case of no main camera
             m_Move = v*Vector3.forward + h*Vector3.right;
         }

if !MOBILE_INPUT

        // walk speed multiplier
         if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;

endif

         // pass all parameters to the character control script
         m_Character.Move(m_Move, crouch, m_Jump);
         m_Jump = false;
     }
 }

}

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avatar image Steve79 · Jul 29, 2019 at 01:38 PM 0
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I'm searching a way to implement character movements in Unity 2019.1.5 because I followed some tutorial but they didn't convince me very much. So I'd like to found a good system to move the player and to fight quite well against enemies. If someone have some advice, he or she can answer to this post.

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