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Player moving without input
Hi. I had modified the FPScontroller to make it work with a joystick, in a multiplayer split screen. It works great, until I try to use the second player. The second player has the same script, but obviously with different buttons (and axes) assigned. The problem is that when I hit play, the second player starts to move by itself on the Z axis. The inputs are assigned as they should in the proyect settings and on the inspector(2 days checking the same). I think the problem could be at the fixed update that allows the character to move.
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class NewcharController : MonoBehaviour
{
[Serializable]
public class MovementSettings
{
public float ForwardSpeed = 8.0f; // Speed when walking forward
public float BackwardSpeed = 4.0f; // Speed when walking backwards
public float StrafeSpeed = 4.0f; // Speed when walking sideways
public float RunMultiplier = 2.0f; // Speed when sprinting
public KeyCode RunKey = KeyCode.LeftShift;
public float JumpForce = 30f;
public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
[HideInInspector] public float CurrentTargetSpeed = 8f;
#if !MOBILE_INPUT
private bool m_Running;
#endif
public void UpdateDesiredTargetSpeed(Vector2 input)
{
if (input == Vector2.zero) return;
if (input.x > 0 || input.x < 0)
{
//strafe
CurrentTargetSpeed = StrafeSpeed;
}
if (input.y < 0)
{
//backwards
CurrentTargetSpeed = BackwardSpeed;
}
if (input.y > 0)
{
//forwards
//handled last as if strafing and moving forward at the same time forwards speed should take precedence
CurrentTargetSpeed = ForwardSpeed;
}
#if !MOBILE_INPUT
if (Input.GetKey(RunKey))
{
CurrentTargetSpeed *= RunMultiplier;
m_Running = true;
}
else
{
m_Running = false;
}
#endif
}
#if !MOBILE_INPUT
public bool Running
{
get { return m_Running; }
}
#endif
}
[Serializable]
public class AdvancedSettings
{
public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
public float stickToGroundHelperDistance = 0.5f; // stops the character
public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
public bool airControl; // can the user control the direction that is being moved in the air
[Tooltip("set it to 0.1 or more if you get stuck in wall")]
public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
}
public Camera cam;
public MovementSettings movementSettings = new MovementSettings();
public MouseLook mouseLook = new MouseLook();
public AdvancedSettings advancedSettings = new AdvancedSettings();
private Rigidbody m_RigidBody;
private CapsuleCollider m_Capsule;
private float m_YRotation;
private Vector3 m_GroundContactNormal;
private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
/// <JOYROTATIONVARS>
float xSpeed = 250.0f;
float ySpeed = 120.0f;
public int yMinLimit = -20;
public int yMaxLimit = 80;
private float x = 0.0f;
private float y = 0.0f;
/// </summary>
/// JOYSTICKBUTTONSNAMES//
public string AbuttonName;
public string BbuttonName;
public string XbuttonName;
public string YbuttonName;
public string LeftJHName;
public string LeftJVName;
public string RigthJHName;
public string RigthJVName;
Vector3 moveDirection = Vector3.zero;
public KeyCode joysticknumber;
public Vector3 Velocity
{
get { return m_RigidBody.velocity; }
}
public bool Grounded
{
get { return m_IsGrounded; }
}
public bool Jumping
{
get { return m_Jumping; }
}
public bool Running
{
get
{
#if !MOBILE_INPUT
return movementSettings.Running;
#else
return false;
#endif
}
}
private void Start()
{
m_RigidBody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
mouseLook.Init(transform, cam.transform);
}
private void Update()
{
//RotateView();
if (Input.GetKeyDown(joysticknumber) && !m_Jump)
{
m_Jump = true;
}
}
private void FixedUpdate()
{
GroundCheck();
Vector2 input = GetInput();
if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
{
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = cam.transform.forward * Input.GetAxis(LeftJVName) + cam.transform.right * Input.GetAxis(LeftJHName);
desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
desiredMove.x = desiredMove.x * movementSettings.CurrentTargetSpeed;
desiredMove.z = desiredMove.z * movementSettings.CurrentTargetSpeed;
desiredMove.y = desiredMove.y * movementSettings.CurrentTargetSpeed;
if (m_RigidBody.velocity.sqrMagnitude <
(movementSettings.CurrentTargetSpeed * movementSettings.CurrentTargetSpeed))
{
m_RigidBody.AddForce(desiredMove * SlopeMultiplier(), ForceMode.Impulse);
}
}
if (m_IsGrounded)
{
m_RigidBody.drag = 5f;
if (m_Jump)
{
m_RigidBody.drag = 0f;
m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
m_Jumping = true;
}
if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
{
m_RigidBody.Sleep();
}
}
else
{
m_RigidBody.drag = 0f;
if (m_PreviouslyGrounded && !m_Jumping)
{
StickToGroundHelper();
}
}
m_Jump = false;
}
private float SlopeMultiplier()
{
float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
return movementSettings.SlopeCurveModifier.Evaluate(angle);
}
void LateUpdate()
{
#region Rotacion
x += (Input.GetAxis(RigthJHName) * xSpeed * 0.02f);
y -= (Input.GetAxis(RigthJVName) * ySpeed * 0.02f);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
#endregion
}
float ClampAngle(float angle, float min, float max)
{
if (angle < -360) angle += 360;
if (angle > 360) angle -= 360;
return (Mathf.Clamp(angle, min, max));
}
private void StickToGroundHelper()
{
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
((m_Capsule.height / 2f) - m_Capsule.radius) +
advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
{
m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
}
}
}
private Vector2 GetInput()
{
Vector2 input = new Vector2
{
x = Input.GetAxis(LeftJHName),
y = Input.GetAxis(LeftJVName)
};
movementSettings.UpdateDesiredTargetSpeed(input);
return input;
}
private void RotateView()
{
//avoids the mouse looking if the game is effectively paused
if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
// get the rotation before it's changed
float oldYRotation = transform.eulerAngles.y;
mouseLook.LookRotation(transform, cam.transform);
if (m_IsGrounded || advancedSettings.airControl)
{
// Rotate the rigidbody velocity to match the new direction that the character is looking
Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
m_RigidBody.velocity = velRotation * m_RigidBody.velocity;
}
}
/// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
private void GroundCheck()
{
m_PreviouslyGrounded = m_IsGrounded;
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
((m_Capsule.height / 2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_IsGrounded = true;
m_GroundContactNormal = hitInfo.normal;
}
else
{
m_IsGrounded = false;
m_GroundContactNormal = Vector3.up;
}
if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
{
m_Jumping = false;
}
}
}
}
Answer by javim93 · Oct 06, 2017 at 01:12 PM
I fixed it by chaging the dead zone of the second joystick in the input settings on the inspector.
Answer by R1P4R14N · Feb 02 at 03:53 AM
This type of behavior is also caused by a physics related issue and friction causing your object to spin/move just as described. If the input problem isn't your issue look into your rigidbody/collider interactions.
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