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Question by
Kalleponken2010 · Apr 06, 2016 at 12:49 PM ·
c# tutorial
I have problems with walking in unity, please help!
I can move my character and I can move the camera with the cursor, but every time, the character starts spinning around after around 10 seconds after I started the game. Here is the script:
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (Rigidbody))]
[RequireComponent (typeof (CapsuleCollider))]
public class RigidbodyFPSWalker : MonoBehaviour {
public float speed = 10.0f;
public float gravity = 10.0f;
public float maxVelocityChange = 10.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
private bool grounded = false;
public GameObject fpsCam;
public GameObject PeaMachineGun;
public int health = 100;
public GameObject me;
void Awake () {
GetComponent<Rigidbody>().freezeRotation = true;
GetComponent<Rigidbody>().useGravity = false;
}
void FixedUpdate () {
if (grounded) {
// Calculate how fast we should be moving
Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= speed;
// Apply a force that attempts to reach our target velocity
Vector3 velocity = GetComponent<Rigidbody>().velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
GetComponent<Rigidbody>().AddForce(velocityChange, ForceMode.VelocityChange);
// Jump
if (canJump && Input.GetButton("Jump")) {
GetComponent<Rigidbody>().velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}
}
if(health <= 0)
{
GetComponent<PhotonView>().RPC("DIE", PhotonTargets.AllBuffered, null);
}
// We apply gravity manually for more tuning control
GetComponent<Rigidbody>().AddForce(new Vector3 (0, -gravity * GetComponent<Rigidbody>().mass, 0));
grounded = false;
}
void OnCollisionStay () {
grounded = true;
}
float CalculateJumpVerticalSpeed () {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * jumpHeight * gravity);
}
void OnGUI()
{
GUI.Box (new Rect(10, 10, 100, 30), "HP | " + health);
}
[PunRPC]
public void applyDamage(int dmg)
{
health = health - dmg;
Debug.Log ("hit" + health);
}
[PunRPC]
public void DIE()
{
if(GetComponent<PhotonView>().isMine)
{
Destroy (me);
GameObject.Find ("_Room").GetComponent<RoomManeger> ().spawnPlayer ();
}
}
}
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