CharacterController.Move called on inactive controller UnityEngine.CharacterController:Move(Vector3) how can i fix it ?
Hi, sorry for my english ... i am a frensh student who is beginning on Unity working on (multiplayer TPS game on unity 5.5)
I have this warning when my player spawn"CharacterController.Move called on inactive controller UnityEngine.CharacterController:Move(Vector3)". My TPS camera work but my player don 't move. However It is worlking perfectly without the network. How can i fix it ?
Thanks for all
my script : error line 57 ( character.GetComponent().Move(movement * Time.deltaTime);) using System.Collections; using System.Collections.Generic; using UnityEngine;
public class TPScharactercontroller : MonoBehaviour {
public Transform playerCam, character, centerpoint;
private float mouseX, mouseY;
public float mouseSensitivity = 10f;
public float mouseYposition = 1f;
private float moveFB, moveLR;
public float moveSpeed = 2f;
public float zoom;
public float zoomSpeed = 2;
public float zoomMin = -2f;
public float zoomMax = -10f;
public float rotationSpeed = 5f;
// Use this for initialization
void Start () {
zoom = -3;
}
// Update is called once per frame
void Update () {
zoom += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
if (zoom > zoomMin)
{
zoom = zoomMin;
}
if (zoom < zoomMax)
{
zoom = zoomMax;
}
playerCam.transform.localPosition = new Vector3(0, 0, zoom);
mouseX += Input.GetAxis("Mouse X");
mouseY -= Input.GetAxis("Mouse Y");
mouseY = Mathf.Clamp(mouseY, -60f, 60f);
playerCam.LookAt(centerpoint);
centerpoint.localRotation = Quaternion.Euler(mouseY,mouseX,0);
moveFB = Input.GetAxis("Vertical") * moveSpeed;
moveLR = Input.GetAxis("Horizontal") * moveSpeed;
Vector3 movement = new Vector3(moveLR, 0, moveFB);
movement = character.rotation * movement;
character.GetComponent<CharacterController>().Move(movement * Time.deltaTime);
centerpoint.position = new Vector3(character.position.x, character.position.y + mouseYposition, character.position.z);
if (Input.GetAxis("Vertical")!=0)
{
Quaternion turnAngle = Quaternion.Euler(0, centerpoint.eulerAngles.y, 0);
character.rotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime + rotationSpeed);
}
}
}
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