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Question by joonhoriderlee · Dec 13, 2021 at 02:46 AM · physics3dprogrammingplayer movement

Player Movement in unity3d

Hi,

I have been working on a first person 3d player movement system on a off for 3ish months now. I still feel relatively unsatisfied with my result. Currently, I am using rb.velocity and setting it to a movement vector. I have implemented friction to stop the player, per-axis acceleration, and tanh curve acceleration. Still the result I'm getting feels "cheap" and unsatisfying. I might be doing this the entirely wrong way but I chose rigidbody movement because of its freedom.

I know I'm asking a lot, but please please help and if you need it here is my very messy coed at its current state: https://pastebin.com/i6y977Ns.

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Answer by UnityPlum · Dec 13, 2021 at 04:41 PM

Definitely use CharacterController. It is so beautiful, simple and customizable. I highly recommend you do some research and check it out. Here is a simple movement script I made in 5 minutes (And it is perfect):

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FPController : MonoBehaviour
 {
     [Header("Camera")]
     public Camera camera;
     public float sensitivity;
 
     public bool invertY;
 
     [Header("Movement")]
     public float moveSpeed;
     public float gravity;
     public float yMovement;
     public float jumpSpeed;
 
     public CharacterController cc;
 
     private float cameraRotation;
     private float playerRotation;
 
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     void Update()
     {
         HandleRotation();
         HandleMovement();
     }
     
     void HandleMovement()
     {
         float forward = Input.GetAxisRaw("Vertical");
         float right = Input.GetAxisRaw("Horizontal");
 
         yMovement -= gravity * Time.deltaTime;
 
         bool isGrounded = cc.isGrounded;
         if(isGrounded) yMovement = 0;
         
         if(Input.GetKey(KeyCode.Space) && isGrounded)
         {
             yMovement = jumpSpeed;
         }
 
         Vector3 motion = new Vector3(0, yMovement, 0);
         motion += transform.forward * forward;
         motion += transform.right * right;
 
         motion *= moveSpeed * Time.deltaTime;
 
         cc.Move(motion);
         
     }
 
     void HandleRotation()
     {
         float xMouse = Input.GetAxisRaw("Mouse X");
         float yMouse = Input.GetAxisRaw("Mouse Y");
 
         yMouse *= invertY ? -1: 1;
 
         cameraRotation += yMouse * sensitivity * Time.deltaTime;
         playerRotation += xMouse * sensitivity * Time.deltaTime;
 
         camera.transform.localEulerAngles = new Vector3(cameraRotation, 0, 0);
         transform.localEulerAngles = new Vector3(0, playerRotation, 0);
     }
 }
 
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avatar image joonhoriderlee · Dec 13, 2021 at 08:57 PM 0
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Thanks! Will check it out!

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