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Question by df13976 · Mar 21, 2018 at 02:17 PM · movinggameobject

I need help with my flying script

Hi, I have this script that I found. I need help with this though. My game is being a bird and being able to fly around to islands. I have the bird flying with the x axis and z axis, but I need the bird to fly within the y axis. I want this to follow my mouse as I can look up and down.

using System; using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.Utility; using Random = UnityEngine.Random;

namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof(CharacterController))] public class FirstPersonController : MonoBehaviour { public Text countText; public Text winText; private int count; [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval;

     private Camera m_Camera;
     private bool m_Jump;
     private float m_YRotation;
     private Vector2 m_Input;
     private Vector3 m_MoveDir = Vector3.zero;
     private CharacterController m_CharacterController;
     private CollisionFlags m_CollisionFlags;
     private bool m_PreviouslyGrounded;
     private Vector3 m_OriginalCameraPosition;
     private float m_StepCycle;
     private float m_NextStep;
     private bool m_Jumping;

     // Use this for initialization
     private void Start()
     {
         m_CharacterController = GetComponent<CharacterController>();
         m_Camera = Camera.main;
         m_OriginalCameraPosition = m_Camera.transform.localPosition;
         m_FovKick.Setup(m_Camera);
         m_HeadBob.Setup(m_Camera, m_StepInterval);
         m_StepCycle = 0f;
         m_NextStep = m_StepCycle / 2f;
         m_Jumping = false;
         m_MouseLook.Init(transform, m_Camera.transform);
         SetCountText ();
         winText.text = "";
     }


     // Update is called once per frame
     private void Update()
     {
         RotateView();
         // the jump state needs to read here to make sure it is not missed
         if (!m_Jump)
         {
             m_Jump = Input.GetButtonDown("Jump");
         }

         if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
         {
             StartCoroutine(m_JumpBob.DoBobCycle());
             //PlayLandingSound();
             m_MoveDir.y = 0f;
             m_Jumping = false;
         }
         if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
         {
             m_MoveDir.y = 0f;
         }

         m_PreviouslyGrounded = m_CharacterController.isGrounded;
     }


     private void FixedUpdate()
     {
         float speed;
         GetInput(out speed);
         // always move along the camera forward as it is the direction that it being aimed at
         Vector3 desiredMove = transform.forward * m_Input.y + transform.right * m_Input.x;

         // get a normal for the surface that is being touched to move along it
         RaycastHit hitInfo;
         Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                            m_CharacterController.height / 2f, ~0, QueryTriggerInteraction.Ignore);
         desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

         m_MoveDir.x = desiredMove.x * speed;
         m_MoveDir.z = desiredMove.z * speed;


         if (m_CharacterController.isGrounded)
         {
             m_MoveDir.y = -m_StickToGroundForce;

             if (m_Jump)
             {
                 m_MoveDir.y = m_JumpSpeed;
                 m_Jump = false;
                 m_Jumping = true;
             }
         }
         else
         {
             m_MoveDir += Physics.gravity * m_GravityMultiplier * Time.fixedDeltaTime;
         }
         m_CollisionFlags = m_CharacterController.Move(m_MoveDir * Time.fixedDeltaTime);

         ProgressStepCycle(speed);
         UpdateCameraPosition(speed);

         m_MouseLook.UpdateCursorLock();
     }


     private void ProgressStepCycle(float speed)
     {
         if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
         {
             m_StepCycle += (m_CharacterController.velocity.magnitude + (speed * (m_IsWalking ? 1f : m_RunstepLenghten))) *
                          Time.fixedDeltaTime;
         }

         if (!(m_StepCycle > m_NextStep))
         {
             return;
         }

         m_NextStep = m_StepCycle + m_StepInterval;
     }

     void OnTriggerEnter(Collider other) 
     {
         if (other.gameObject.CompareTag ( "Pick Up"))
         {
             other.gameObject.SetActive (false);
             count = count + 1;
             SetCountText ();
         }
     }

     void SetCountText ()
     {
         countText.text = "Count: " + count.ToString ();
         if (count >= 12)
         {
             winText.text = "You Win!";
         }
     }
     private void UpdateCameraPosition(float speed)
     {
         Vector3 newCameraPosition;
         if (!m_UseHeadBob)
         {
             return;
         }
         if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
         {
             m_Camera.transform.localPosition =
                 m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                   (speed * (m_IsWalking ? 1f : m_RunstepLenghten)));
             newCameraPosition = m_Camera.transform.localPosition;
             newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
         }
         else
         {
             newCameraPosition = m_Camera.transform.localPosition;
             newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
         }
         m_Camera.transform.localPosition = newCameraPosition;
     }


     private void GetInput(out float speed)
     {
         // Read input
         float horizontal = Input.GetAxis("Horizontal");
         float vertical = Input.GetAxis("Vertical");

         bool waswalking = m_IsWalking;

if !MOBILE_INPUT

        // On standalone builds, walk/run speed is modified by a key press.
         // keep track of whether or not the character is walking or running
         m_IsWalking = !Input.GetKey(KeyCode.LeftShift);

endif

        // set the desired speed to be walking or running
         speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
         m_Input = new Vector2(horizontal, vertical);

         // normalize input if it exceeds 1 in combined length:
         if (m_Input.sqrMagnitude > 1)
         {
             m_Input.Normalize();
         }

         // handle speed change to give an fov kick
         // only if the player is going to a run, is running and the fovkick is to be used
         if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
         {
             StopAllCoroutines();
             StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
         }
     }


     private void RotateView()
     {
         m_MouseLook.LookRotation(transform, m_Camera.transform);
     }


     private void OnControllerColliderHit(ControllerColliderHit hit)
     {
         Rigidbody body = hit.collider.attachedRigidbody;
         //dont move the rigidbody if the character is on top of it
         if (m_CollisionFlags == CollisionFlags.Below)
         {
             return;
         }

         if (body == null || body.isKinematic)
         {
             return;
         }
         body.AddForceAtPosition(m_CharacterController.velocity * 0.1f, hit.point, ForceMode.Impulse);
     }
 }

}

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