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How can you prevent slowing down if you look up/down while using FPS controller?
I'm using the standard asset FPSInputController/charactermodel scripts. I notice when I look up or down the forward/backward movement speed crawls to a halt. Somewhat embarrassing to say but I couldn't figure out how to keep the motion fluid. Anyone have some simple suggestions?
I think the answer lies in adjusting the motor Quaterion to align to a 2d plane before applying the directionVector.
Here's the code:
function Update () {
// Get the input vector from kayboard or analog stick
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
print("direction vector is: " + directionVector);
if (directionVector != Vector3.zero) {
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
var directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;
// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1, directionLength);
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;
// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}
// Apply the direction to the CharacterMotor
motor.inputMoveDirection = transform.rotation * directionVector;
motor.inputJump = Input.GetButton("Jump");
}
That code doesn't appear to ever make you look up or down (and directionLenth will always be 1 after normalizing, so the middle lines are pointless?)
The problem may be that if you tilt yourself to look up, then of course forward motion is nil (since most of your motion is trying to go up.) The trick is usually to have the camera script tip the camera up, while the player stays looking flat for the movescript to work.)
Answer by bad_code · Jul 04, 2013 at 03:45 AM
I couldn't think of a clever way of solving this so I did more or less what Owen Reynolds suggested. I created two mouselook scripts, put the horizontal one on the FPScontroller object and the vertical one on the camera and made sure each script only captured the relevant mouse axis.
The relevant code snippets are as follows:
On the camera:
var mouseDelta = new Vector2(0, Input.GetAxisRaw("Mouse Y"));
On the controller:
var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), 0);
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