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Question by Daytime13 · Mar 15, 2021 at 12:03 AM · c#charactercontrollerdash

Dash where your looking

I'm trying to get my character to dash to where I am looking. I am using a character controller(CC). Here is my code.

 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public float moveSpeed;
     CharacterController controller;
     public float gravity = -9.81f;
     Vector3 velocity;
     public float jumpHeight = 4f;
     
     public GameObject groundCheckObject;
     public LayerMask groundMask;
     public float sphereRad = .2f;
 
     float dashCounter;
     float initialDashTime = .1f;
     bool dash;
     int dashes = 0;
     float dashCoolDown;
     float initialDashCool = 3f;
 
     public float hangtime = .1f;
     float hangTimeCounter;
 
 
 
     void Start()
     {
         controller = GetComponent<CharacterController>();
         dashCounter = initialDashTime;
         dashCoolDown = initialDashCool;
         hangTimeCounter = hangtime ;
     }
 
     
     void Update()
     {
         bool grounded = Physics.CheckSphere(groundCheckObject.transform.position, sphereRad, groundMask);
 
         velocity.y += gravity * Time.deltaTime;
 
         StartDash();
         EndDash();
         DoDash();
 
         if (grounded)
         {
             velocity.y = -2f;
         }
 
         if (grounded)
         {
             hangTimeCounter = hangtime;
         }
         else
         {
             hangTimeCounter -= .90f * Time.deltaTime;
         }
 
         if (Input.GetKeyDown(KeyCode.Space) && hangTimeCounter >= 0f)
         {
             velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
         }
 
         float x = Input.GetAxisRaw("Horizontal");
         float z = Input.GetAxisRaw("Vertical");
 
         Vector3 move = transform.forward * z + transform.right * x;
         move = move.normalized;
         controller.Move(move * moveSpeed * Time.deltaTime);
 
         controller.Move(velocity * Time.deltaTime);
     }
 
     void EndDash()
     {
         if (dashes >= 3)
         {
             dashCoolDown -= .4f * Time.deltaTime;
         }
         if (dashCoolDown <= 0f)
         {
             dashes = 0;
             dashCoolDown = initialDashCool;
         }
     }
 
     void DoDash()
     {
         if (dash == true && dashCounter >= 0f && dashes < 4)
         {
             moveSpeed = 100f;
         }
         else if (dashCounter <= 0f)
         {
             moveSpeed = 11f;
         }
     }
 
     void StartDash()
     {
         if (Input.GetKey(KeyCode.LeftShift))
         {
             dash = true;
             dashCounter -= .69f * Time.deltaTime;
 
         }
         else
         {
             dash = false;
             moveSpeed = 11f;
             dashCounter = initialDashTime;
         }
         if (Input.GetKeyDown(KeyCode.LeftShift))
         {
             dashes += 1;
         }
     }
 }

This code is for my movement and dashing. It's pretty simple and very messy. Just increasing the speed for a short amount of time. I was planning to rotate my character depending on where I was looking in the Y axis for a split second the change speed which would result in the player dashing wherever they looked. The problem is I can't rotate the CC collider so this approach won't work. Any Ideas on how make the player dash wherever they look? Sorry for the bad and messy code, I'm new to coding.

Here is my CameraLook script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class CameraController : MonoBehaviour
 {
     public float sens;
     public Transform player;
     float xRotation = 0f;
 
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     // Update is called once per frame
     void Update()
     {
         float mouseX = Input.GetAxis("Mouse X") * sens * Time.deltaTime;
         float mouseY = Input.GetAxis("Mouse Y") * sens * Time.deltaTime;
 
         xRotation -= mouseY;
         transform.localRotation = Quaternion.Euler(xRotation,0,0);
         xRotation = Mathf.Clamp(xRotation, -90f, 90f);
 
         player.Rotate(Vector3.up * mouseX);
 
         
     }
 }


Thanks in advance!

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Answer by Rinku249 · Mar 15, 2021 at 03:09 AM

I have done this before, however, In order to help It would be nice for me to know how your character hierachy in the inspector is setup

For example, the one I did, had an empty object who was the parent for both the player, and the camera_parent, who was an empty object who manipulated the camera. And so I could manipulate both from the same script. It appears its not the case in this instance, so I would like to know how you set it up

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avatar image Daytime13 · Mar 16, 2021 at 04:03 AM 0
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I have a empty object with the character controller component as the parent, it's children are the camera and a capsule for the mesh.

avatar image Daytime13 · Mar 18, 2021 at 06:06 PM 0
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