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Question by Rikkaboy · Oct 31, 2016 at 02:59 PM · movementfpsmomentum

FPS movement with momentum

I'm trying to build a fps character with roller skates so I'm trying to apply momentum to his movement. So far, whenever I test the following code, He is able to look around but has no movement. this is the current code:

 public float moveRate = 0.0f;
     public float minSpeed = 10.0f;
     public float maxSpeed = 20.0f;
     public float currentSpeed = 0.0f;
 
     public float mouseSens = 5.0f;
     float verRotate = 0;
     public float upDownRange = 60.0f;
 
     public CharacterController cc;
     
 
     // Use this for initialization
     void Start () {
         Screen.lockCursor = true;
         cc = GetComponent<CharacterController>();
     }
     
     // Update is called once per frame
     void FixedUpdate () {
 
 
         // Rotation
         float rotLeftRight = Input.GetAxis("Mouse X") * mouseSens;
         transform.Rotate(0, rotLeftRight, 0);
 
         verRotate -= Input.GetAxis("Mouse Y") * mouseSens;
         verRotate = Mathf.Clamp(verRotate, -upDownRange, upDownRange);
         Camera.main.transform.localRotation = Quaternion.Euler(verRotate, 0 , 0);
 
         // Movement
 
         if (Input.GetButtonDown("Vertical"))
         {
             currentSpeed = Mathf.Clamp01(currentSpeed + moveRate * Time.fixedDeltaTime);
             Debug.Log("Moving!");
         }
         else
         {
             currentSpeed = Mathf.Clamp01(currentSpeed - moveRate * Time.fixedDeltaTime);
         }
 
         Vector3 verVelocity = new Vector3(cc.velocity.x, -Mathf.Lerp(minSpeed, maxSpeed, currentSpeed), cc.velocity.z);
         cc.Move(verVelocity);
 
 
     }

Thank you for your help

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Answer by ElijahShadbolt · Nov 01, 2016 at 02:11 AM

Just modified the script to look like the example in the Script Reference for CharacterController.Move

FPSMovement.cs

 using UnityEngine;
 
 public class FPSMovement : MonoBehaviour
 {
     public float speed = 6.0F;
     public float jumpSpeed = 8.0F;
     public float gravity = 20.0F;
     private Vector3 moveDirection = Vector3.zero;
 
     public float mouseSens = 5.0f;
     public float upDownRange = 60.0f;
     private float verRotate = 0;
 
     private CharacterController controller;
 
     void Awake()
     {
         Cursor.lockState = CursorLockMode.Locked;
         controller = GetComponent<CharacterController>();
     }
 
     void Update()
     {
         // Rotation
 
         float rotLeftRight = Input.GetAxis("Mouse X") * mouseSens;
         transform.Rotate(0, rotLeftRight, 0);
 
         verRotate -= Input.GetAxis("Mouse Y") * mouseSens;
         verRotate = Mathf.Clamp(verRotate, -upDownRange, upDownRange);
         Camera.main.transform.localRotation = Quaternion.Euler(verRotate, 0, 0);
     }
 
     void FixedUpdate()
     {
         if (controller.isGrounded)
         {
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
             if (Input.GetButton("Jump"))
                 moveDirection.y = jumpSpeed;
 
         }
         moveDirection.y -= gravity * Time.fixedDeltaTime;
         controller.Move(moveDirection * Time.fixedDeltaTime);
     }
 }

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