Question by
slide12 · Dec 15, 2020 at 05:49 PM ·
input.getkey
My Player Can't Run
My player can walk and jump. But it just can't run. I am new sorry :-)
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Camera fpsCamera;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
Sprinting();
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity* Time.deltaTime);
}
public void Sprinting()
{
if(Input.GetKeyDown("left shift"))
{
speed = 24f;
fpsCamera.fieldOfView = 90;
}
else
{
speed = 12f;
fpsCamera.fieldOfView = 60;
}
}
}
This is the player movement script.
Comment
Best Answer
Answer by slide12 · Dec 16, 2020 at 11:30 AM
I found the solution .If anyone has the same issue this script will help you. (It also changes the FOV while running)
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float gravity = -19.5f;
public float jumpHeight = 3f;
public Camera fpsCamera;
public float walkSpeed, runSpeed;
public float runBuildUpSpeed;
public KeyCode runKey;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
SetMovementSpeed();
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * walkSpeed * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity* Time.deltaTime);
}
public void SetMovementSpeed()
{
if(Input.GetKey(runKey))
{
walkSpeed = Mathf.Lerp(walkSpeed, runSpeed, Time.deltaTime * runBuildUpSpeed);
fpsCamera.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 90, 2 * Time.deltaTime);
}
else
{
walkSpeed = Mathf.Lerp(walkSpeed, walkSpeed, Time.deltaTime * runBuildUpSpeed);
fpsCamera.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 60, 2 * Time.deltaTime);
}
}
}
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