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Question by kkdevakyea · Nov 29, 2020 at 07:28 PM · character controllercharacter movement

Wall Crawl Unity

Hi, I'm new at programming and I'm trying to make a sort of Spider-Man game. I need to wall walk, not ledge climb but I don't find anything. Anyhelp?? I use a Character Controller. Here is my code:

  public class SMMovement : MonoBehaviour
      {
          //movimientoVars
          public float horizontalMove;
          public float verticalMove;
          public CharacterController player;
          public float playerSpeed = 6.0f;
          private Vector3 playerInput;
          private Vector3 movePlayer;
          //CamVars
          public Camera cam;
          private Vector3 camRight;
          private Vector3 camFwd;
          //GravityVars
          public Transform gCheck;
          float groundDist = 0.4f;
          public LayerMask ground;
          public bool isGrounded;
          public float gravity = 9.8f;
          public float fallVelocity;
          //Habilidades
          public float jumpForce;
          //Animations
          public Animator anim;
          //WallClimb
          public bool isClimbing = false;
          public Transform wall;
          public Rigidbody rb;
          void Start()
          {
              player = GetComponent<CharacterController>();
              Cursor.lockState = CursorLockMode.Locked;
              anim = GetComponent<Animator>();
              rb = GetComponent<Rigidbody>();
              
          }
      
           void Update()
          {
              if (isClimbing == false)
              {
                  player.enabled = true;
                  rb.isKinematic = true;
                  //Camara
                  Cam();
                  //Movimiento
                  horizontalMove = Input.GetAxis("Horizontal");
                  verticalMove = Input.GetAxis("Vertical");
      
      
      
                  playerInput = new Vector3(horizontalMove, 0f, verticalMove);
                  playerInput = Vector3.ClampMagnitude(playerInput, 1);
                  if (playerInput != new Vector3(0, 0, 0))
                  {
                      anim.SetBool("isMoving", true);
      
                  }
                  else
                  {
                      anim.SetBool("isMoving", false);
                  }
                  movePlayer = playerInput.x * camRight + playerInput.z * camFwd;
      
                  player.transform.LookAt(player.transform.position + movePlayer);
      
                  //Gravedad
                  isGrounded = Physics.CheckSphere(gCheck.position, groundDist, ground);
                  SetGravity();
                  anim.SetBool("isGrounded", isGrounded);
                  //Habilidades
                  Habilities();
      
                  player.Move(movePlayer * playerSpeed * Time.deltaTime);
      
              }
              if(isClimbing == true)
              {
                  rb.isKinematic = false;
                  player.enabled = false;
                  Physics.gravity = wall.position - transform.position;
                  transform.rotation = Quaternion.FromToRotation(transform.up, - Physics.gravity) * transform.rotation;
                  gameObject.transform.Translate(Input.GetAxis("Horizontal") * playerSpeed * Time.deltaTime, 0f,Input.GetAxis("Vertical") * playerSpeed * Time.deltaTime);
              }
          }
          private bool jumping = false;
          //CamaraSet
          void Cam()
          {
              camFwd = cam.transform.forward;
              camRight = cam.transform.right;
      
              camFwd.y = 0f;
              camRight.y = 0f;
      
              camFwd = camFwd.normalized;
              camRight = camRight.normalized;
          }
          //Habilities
          void Habilities()
          {
              if(isGrounded == true && Input.GetButtonDown("Jump"))
              {
                  fallVelocity = jumpForce;
                  movePlayer.y = fallVelocity;
                  
              }
          }
          //GravitySet
          void SetGravity()
          {
              if(isGrounded == true)
              {
                  fallVelocity = -gravity * Time.deltaTime;
                  movePlayer.y = fallVelocity;
              }
              else
              {
                  fallVelocity -= gravity * Time.deltaTime;
                  movePlayer.y = fallVelocity;
              }
          }
      }









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