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Question by eldhoeapen17 · Sep 28, 2020 at 10:56 AM · charactercontrollerplayer movement

,How to fix Crouch and Sprint Code (C#)

,I am new at coding and i can't fix sprinting and crouching help me

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement : MonoBehaviour { public CharacterController controller; public Vector3 playerVelocity; public bool groundedPlayer; public float playerSpeed = 10f; public float jumpHeight = 1.0f; public float gravityValue = -9.81f; public float height;

 public float sprintSpeed = 8f;

 private float realSpeed;


 void Start()
 {
     controller = GetComponent<CharacterController>();
     controller.height = 2.0f;
 }

 void Update()
 {

     if (Input.GetKeyDown (KeyCode.C)) {  
      CameraWithTorch.transform.position = Vector3.Lerp (CameraWithTorch.transform.position,crouchPosition.position,Time.deltaTime * smooth);
     check = true;
 }
 else{
     if (check == true) {
          CameraWithTorch.transform.position = Vector3.Lerp (CameraWithTorch.transform.position,cameraposition.position,Time.deltaTime * smooth);
         check=false;
     }            
 } 

     realSpeed = Input.GetKey(KeyCode.LeftShift) ? playerSpeed : sprintSpeed;

     groundedPlayer = controller.isGrounded;
     if (groundedPlayer && playerVelocity.y < 0)
     {
         playerVelocity.y = 0f;
     }

     Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     controller.Move(move * Time.deltaTime * playerSpeed);

     if (move != Vector3.zero)
     {
         gameObject.transform.forward = move;
     }

     // Changes the height position of the player..
     if (Input.GetButtonDown("Jump") && groundedPlayer)
     {
         playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
     }

     playerVelocity.y += gravityValue * Time.deltaTime;
     controller.Move(playerVelocity * Time.deltaTime);
 }

 void FixedUpdate()
 {
      Vector3 move = new Vector3(realSpeed * Input.GetAxis("Horizontal") * Time.deltaTime, 0f, realSpeed * Input.GetAxis("Vertical") * Time.deltaTime);
 }

}

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