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               Question by 
               WolfieC1 · Nov 18, 2020 at 04:38 AM · 
                charactercontrollercharacter movementcharacter controlling  
              
 
              How to i fix my character to not slide when i stop moving.
This is my script
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerController : MonoBehaviour { [SerializeField] Transform playerCamera = null; [SerializeField] float mouseSensitivity = 3.5f; [SerializeField] float walkSpeed = 6.0f; [SerializeField] float gravity = -13.0f; [SerializeField][Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f; [SerializeField][Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
 [SerializeField] bool lockCursor = true;
 float cameraPitch = 0.0f;
 float velocityY = 0.0f;
 CharacterController controller = null;
 Vector2 currentDir = Vector2.zero;
 Vector2 currentDirVelocity = Vector2.zero;
 Vector2 currentMouseDelta = Vector2.zero;
 Vector2 currentMouseDeltaVelocity = Vector2.zero;
 void Start()
 {
     controller = GetComponent<CharacterController>();
     if(lockCursor)
     {
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible = false;
     }
 }
 void Update()
 {
     UpdateMouseLook();
     UpdateMovement();
 }
 void UpdateMouseLook()
 {
     Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
     currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
     cameraPitch -= currentMouseDelta.y * mouseSensitivity;
     cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
     playerCamera.localEulerAngles = Vector3.right * cameraPitch;
     transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
 }
 void UpdateMovement()
 {
     Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
     targetDir.Normalize();
     currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
     if(controller.isGrounded)
         velocityY = 0.0f;
     velocityY += gravity * Time.deltaTime;
     
     Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
     controller.Move(velocity * Time.deltaTime);
 }
}
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              koobas.hobune.stream
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