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Question by Flappish · Jul 25, 2012 at 12:43 PM · fps controlleracceleration

Slippery fps controlls

I tried asking in the forums but I got no help there, I've searched around for some time and can't find an anwser anywere. Basicly I'm annoyed with the fps controller on unity because it takes a little while to go to full speed and it takes a little while to completley stop. I want to have tight controlls meaning that I want to instantly go to full speed and instantly stop. Please help!

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Answer by aldonaletto · Jul 27, 2012 at 01:09 PM

The problem is the Input.GetAxis builtin filtering: it makes the axis output smooth, sabotaging the effects of the increased maxGroundAcceleration. You must set maxGroundAcceleration to a high value (as you already did) and edit the script FPSInputController.js (in Standard Assets/Character Controllers/Sources/Scripts): find the two Input.GetAxis occurrences and replace them with Input.GetAxisRaw - the unfiltered GetAxis version.
NOTE: The movement will be ok for keys and buttons, but may become jerky when analog joysticks are used.

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avatar image Flappish · Jul 27, 2012 at 02:05 PM 0
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Thanks alot man, it works perfectly!

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Answer by DESTRUKTORR · Jul 25, 2012 at 04:14 PM

There should be an option for that in the CharacterMotor script, in the inspector (the variable -should- be public).

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avatar image FLASHDENMARK · Jul 25, 2012 at 04:21 PM 1
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Jep, and it is called maxGroundAcceleration.

avatar image Flappish · Jul 25, 2012 at 10:41 PM 0
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I've tried countless times changing the maxGroundAcceleration to really high, really low nothing makes a diffirence

avatar image reptilebeats · Jul 25, 2012 at 11:31 PM 0
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try changing your friction material on your colliders, I've never used unites character motor before so i don't know how it works to give a better answer

avatar image Flappish · Jul 27, 2012 at 12:35 PM 0
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How would I change the friction material on my colliders?

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