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unity_D387A42D2FFDB5B79FE1 · Apr 05 at 08:04 AM ·
charactercontroller
Jump in a 3d game using charachter controller
Hey everyone, ive been working on a simple 3d game where i use a charachter controller to move the player. I've been trying to implement jump into the game for a while now, and it's to late to try a different movement system. What's the best way i can implement it?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController2 : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float baseSpeed = 6.0f;
[SerializeField] float sprintSpeed = 12.0f;
[SerializeField] float currentSpeed;
[SerializeField] float gravity = -20.0f;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.08f;
[SerializeField][Range(0.0f, 0.5f)] float mouseSmoothTime = 0.08f;
private Vector3 playerVelocity;
float cameraPitch = 0.0f;
float velocityY = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
if (Input.GetKey(KeyCode.LeftShift))
{
currentSpeed = baseSpeed + sprintSpeed;
}
else
{
currentSpeed = baseSpeed;
}
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * currentSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
}
}
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