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Question by
Oobi23 · Apr 24, 2013 at 12:29 PM ·
jumpcharacter movement
Character Jump
we have our character moving about the way we want it to in orthographic camera view. Here is the coding so far. any help is greatly appreciated. :) PS: I am not using character controller that comes with unity and not using rigidbody
private var insideObject:Transform;
// The gravity for the character
var gravity = 20.0;
function Start(){
insideObject=transform.Find("Capsule");
}
function Update () {
Debug.Log(insideObject.rotation.eulerAngles);
var dwn = transform.TransformDirection (Vector3.down);
if (Input.GetKeyDown(KeyCode.UpArrow)) {
var fwd = transform.TransformDirection (Vector3.forward);
if (Physics.Raycast (transform.position, fwd, 1)) {
print ("There is something in front of the object!");
}else{
var forwardPos:Vector3=transform.position + Vector3.forward;
if (Physics.Raycast (forwardPos,dwn, 1)) {
transform.position += Vector3.forward;
}
}
}
if (Input.GetKeyDown(KeyCode.DownArrow)) {
var bk = transform.TransformDirection (Vector3.back);
if (Physics.Raycast (transform.position, bk, 1)) {
print ("There is something in front of the object!");
}else{
var backPos:Vector3=transform.position + Vector3.back;
if (Physics.Raycast (backPos,dwn, 1)) {
transform.position += Vector3.back;
}
}
}
if (Input.GetKeyDown(KeyCode.RightArrow)) {
var r = transform.TransformDirection (Vector3.right);
if (Physics.Raycast (transform.position, r, 1)) {
print ("There is something in front of the object!");
}else{
var targPos:Vector3=transform.position + Vector3.right;
if (Physics.Raycast (targPos,dwn, 1)) {
transform.position += Vector3.right;
}
}
insideObject.rotation.eulerAngles.y=90;
}
if (Input.GetKeyDown(KeyCode.LeftArrow)) {
var l = transform.TransformDirection (Vector3.left);
if (Physics.Raycast (transform.position, l, 1)) {
print ("There is something to the left of the object!");
}else{
var leftPos:Vector3=transform.position + Vector3.left;
if (Physics.Raycast (leftPos,dwn, 1)) {
transform.position += Vector3.left;
}
}
insideObject.rotation.eulerAngles.y=-90;
}
}
Comment
Answer by OpenCoffee · Apr 24, 2013 at 01:09 PM
Hello there!
...and nice piece of controller. Putting a little more time on the formating next time would be great :)
Anyhow, I think that you should check this out:
thanks, but i am not using character controller that comes with unity and am not using rigidbody. thus, i need faux gravity and what not.
Your answer