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Question by
Desination-X · Aug 01, 2014 at 10:13 PM ·
movementcharacterfly
When I look down and move forward, I fly upwards
I have my own super basic movement script, and everytime I walk forward while looking down, my character goes upwards at an angle. It goes up and forward, if that makes sense.
I did some research and found people who had similar problems, but no one with the problem I am having.
Any idea why this is happening? Oh, and on a side note, even though my walk speed is 0.1, my character is still relatively fast.
Here is my script:
using UnityEngine;
using System.Collections;
public class CharacterMovement : MonoBehaviour {
public float walkSpeed = 0.1F;
public float runSpeed = 1.0F;
public float jumpSpeed = 5.0F;
public float gravity = 20.0F;
public float jumpTimer = 1.5F;
public bool sprinting;
CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
private bool canJump = true;
PlayerInventory playerInventory;
DebugConsole debugConsole;
void Start () {
controller = GetComponent<CharacterController>();
playerInventory = GetComponent<PlayerInventory>();
debugConsole = GameObject.Find ("_SCRIPTS").GetComponent<DebugConsole>();
}
// Update is called once per frame
void Update () {
if(controller.isGrounded && !PauseMenu.paused && !debugConsole.commandLine && !playerInventory.inInventory){
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
if(Input.GetKeyDown(KeyCode.LeftShift) && Player.Stamina > 0)
sprinting = true;
if(Input.GetKeyUp(KeyCode.LeftShift))
sprinting = false;
if(sprinting)
moveDirection *= runSpeed;
else
moveDirection *= walkSpeed;
if (Input.GetButton("Jump") && canJump && Player.Stamina > 10){
canJump = false;
StartCoroutine(jumpDelay());
moveDirection.y = jumpSpeed;
Player.setStamina(-5);
}
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection);
}
IEnumerator jumpDelay () {
yield return new WaitForSeconds(jumpTimer);
canJump = true;
}
}
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