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Question by NightmaresDev · May 30, 2018 at 08:06 AM · c#charactercontrollermovement script

Player Diagonal Velocity

I am having this issue.. That happens to many people, and usually using normalize... would solve this. I guess it does but my players speed decreases immensely. Is there any way I can fix my diagonal speed so it isn't faster than Horizontal and Vertical separately, that would not change my players movement speed after normalizing?

     void MovePlayer()
     {
         float moveFB = Input.GetAxis("Horizontal") * walkSpeed;
         float moveLR = Input.GetAxis("Vertical") * walkSpeed;
 
 
         Vector3 movement = new Vector3(moveFB, verticalVelocity, moveLR);
         movement = transform.TransformDirection(movement);
 
         charController.Move(movement * Time.deltaTime);
 
 
     }

I would like to add to it... When I Normalize... It bugs my Player Jumping and also the player doesn't stop moving for some bit after lettings go of the Move Button.

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Answer by tormentoarmagedoom · May 30, 2018 at 08:41 AM

Good day.

You need to divide it by

alt text

 If (moveFB != 0 && moveLR != 0) // This means is moving diagonally
 {
 ....
 charController.Move ((movement / 1.414f) * Time.deltaTime);
 
 }

Bye!! :D (Accept the answer so other people can easy find the solution) :D


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avatar image Eno-Khaon · May 30, 2018 at 08:56 AM 1
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As an alternative way of looking at this, I like to keep in $$anonymous$$d the idea that the player could be using a gamepad with analog control.

Implementing that essentially means only worrying about adjusting the input vector if it exceeds a magnitude of 1, but still considering the possibility of inputs which aren't exclusively 0 or 1.

 Vector2 controlInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
 
 if(controlInput.sqr$$anonymous$$agnitude > 1.0f)
 {
     controlInput.Normalize();
 }
 
 Vector2 scaledInput = controlInput * walkSpeed;
 
 // ...
avatar image NightmaresDev · May 30, 2018 at 08:57 AM 0
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Thank you very much! Seems to be working fine.. (I thought of doing something similar but I couldn't find the correct number to do so ^^)

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