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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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