Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by cjtouhey · Sep 28, 2016 at 04:28 PM · charactercontrollerplayer movement

Why are the A, and D input keys,both moving my character right?

So ive been trying to get this 2.5D Player controller working they way i want for a day now. Ive tried multiple methods and finaly came up with a solution for my problem getting the player to face the direction im moving, however now my player only moves right.

I think it has to do with the problematic peice of code i will highlight bellow, as when i remove it, the movement works fine, but im not sure. i will also post the full code below that just in case.

Problem code:

 // Get Axis for player input
 
         var x = Input.GetAxis("Horizontal") * Time.deltaTime * walk;
         var z = Input.GetAxis("Vertical") * Time.deltaTime * walk;
 
         transform.Rotate(0, 0, 0);
         transform.Translate(0, 0, x);
 
         //Rotate character in the direction they're moving
         if (x != 0)
         {
             if (x > 0)
                 transform.forward = new Vector3(1, 0, 0);
             else if (x < 0)
                 transform.forward = new Vector3(-1, 0, 0);
         }

full code :

 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour {
 
 
     public float walk = .7f;
     public Animation anim;
 
     void Start ()
     {
 
         anim = GetComponent<Animation>();
 
     }
     void Update()
 
     {
 
         // Get Axis for player input
 
         var x = Input.GetAxis("Horizontal") * Time.deltaTime * walk;
         var z = Input.GetAxis("Vertical") * Time.deltaTime * walk;
 
         transform.Rotate(0, 0, 0);
         transform.Translate(0, 0, x);
 
         //Rotate character in the direction they're moving
         if (x != 0)
         {
             if (x > 0)
                 transform.forward = new Vector3(1, 0, 0);
             else if (x < 0)
                 transform.forward = new Vector3(-1, 0, 0);
         }
 
 
         anim ["walk_normal"].speed = 2f;
 
 
         if(Mathf.Abs(Input.GetAxis("Horizontal"))>0.1F)
             anim.Play("walk_normal");
 
 
         else
             anim.Play ("idle_normal");
 
 Thanks

Chris

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by NoseKills · Sep 28, 2016 at 05:00 PM

You move the transform forward x units every frame. The problem is x can be positive or negative and you also rotate the transform based on the sign of x.

So if x is 5, you set the forward vector to be 1,0,0 and move the transform to that direction times x: 5 * (1,0,0) = (5,0,0)

If x is -5 you set the forward vector to be -1,0,0 and move the transform to that direction times x: -5 * (-1,0,0) = (5,0,0)

You should disregard the sign of x when moving since the rotation of the transform already handles the direction

  transform.Translate(0, 0, Mathf.Abs(x));
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Trying to add 45deg strafing to my Character Controller. 1 Answer

Player not responding to Jump Input 1 Answer

Unity my player does not jump 1 Answer

C# Player Movement help? 2 Answers

Why is this code glitching? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges