Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by joeybbb · Jan 01, 2012 at 10:21 PM · movementplayerlocomotionclimbladder

Player Climbing a Ladder?

Hello I have a basic script that allows my player to walk, sprint, jump, and crouch. However my game requires that it should be able to climb ladders. Any help would be greatly appreciated Thanx in advance! :)

 private var speed = 6.0;
 var aimSpeed = 2.0;
 var sprintSpeed = 10.0;
 private var canSprint : boolean = true;
 
 var sprintJumpSpeed = 8.0;
 var normSpeed = 6.0;
 var crouchSpeed = 6.0;
 var crouchDeltaHeight = 1.0;
 var jumpSpeed = 8.0;
 var normJumpSpeed = 8.0;
 var gravity = 20.0;
 private var mainCamera : GameObject;
 private var weaponCamera : GameObject;
 static var crouching : boolean = false;
 private var stopCrouching : boolean = false;
 private var standardCamHeight : float;
 private var crouchingCamHeight : float;
 
 private var moveDirection = Vector3.zero;
 private var grounded : boolean = false;
 
 static var walking : boolean = false;
 
 function Start() {
     speed = normSpeed;
     mainCamera = gameObject.FindWithTag("MainCamera");
     weaponCamera = gameObject.FindWithTag("WeaponCamera");
     crouching = false;
     standardCamHeight = mainCamera.transform.localPosition.y;
     crouchingCamHeight = standardCamHeight - crouchDeltaHeight;
 }
 
 function Update() {
     if(mainCamera.transform.localPosition.y > standardCamHeight){
         mainCamera.transform.localPosition.y = standardCamHeight;
     } else if(mainCamera.transform.localPosition.y < crouchingCamHeight){
         mainCamera.transform.localPosition.y = crouchingCamHeight;
     }
     if(weaponCamera.transform.localPosition.y > standardCamHeight){
         weaponCamera.transform.localPosition.y = standardCamHeight;
     } else if(weaponCamera.transform.localPosition.y < crouchingCamHeight){
         weaponCamera.transform.localPosition.y = crouchingCamHeight;
     }
 
 
     if (Input.GetButtonDown ("Crouch")){
         if(crouching){
             stopCrouching = true;
             normalSpeed();
             return;
         }
 
         if(!crouching)
             crouch();
     }
     if(crouching){
         if(mainCamera.transform.localPosition.y > crouchingCamHeight){
             if(mainCamera.transform.localPosition.y - (crouchDeltaHeight*Time.deltaTime*8) < crouchingCamHeight){
                 mainCamera.transform.localPosition.y = crouchingCamHeight;
             } else {
                 mainCamera.transform.localPosition.y -= crouchDeltaHeight*Time.deltaTime*8;
             }
         }
         if(weaponCamera.transform.localPosition.y > crouchingCamHeight){
             if(weaponCamera.transform.localPosition.y - (crouchDeltaHeight*Time.deltaTime*8) < crouchingCamHeight){
                 weaponCamera.transform.localPosition.y = crouchingCamHeight;
             } else {
                 weaponCamera.transform.localPosition.y -= crouchDeltaHeight*Time.deltaTime*8;
             }
         }
     } else {
         if(mainCamera.transform.localPosition.y < standardCamHeight){
             if(mainCamera.transform.localPosition.y + (crouchDeltaHeight*Time.deltaTime*8) > standardCamHeight){
                 mainCamera.transform.localPosition.y = standardCamHeight;
             } else {
                 mainCamera.transform.localPosition.y += crouchDeltaHeight*Time.deltaTime*8;
             }
         }
         if(weaponCamera.transform.localPosition.y < standardCamHeight){
             if(weaponCamera.transform.localPosition.y - (crouchDeltaHeight*Time.deltaTime*8) > standardCamHeight){
                 weaponCamera.transform.localPosition.y = standardCamHeight;
             } else {
                 weaponCamera.transform.localPosition.y += standardCamHeight*Time.deltaTime*8;
             }
         }
 
     }
 
 }
 function FixedUpdate() {
 
     if (grounded) {
         // We are grounded, so recalculate movedirection directly from axes
         moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
         moveDirection = transform.TransformDirection(moveDirection);
         moveDirection *= speed;
         
         if (Input.GetButton ("Jump")) {
             moveDirection.y = jumpSpeed;
             if(crouching){
                 stopCrouching = true;
                 normalSpeed();
             }
         }
 
     }
 
     // Apply gravity
     moveDirection.y -= gravity * Time.deltaTime;
     
     // Move the controller
     var controller : CharacterController = GetComponent(CharacterController);
     var flags = controller.Move(moveDirection * Time.deltaTime);    
     grounded = (flags & CollisionFlags.CollidedBelow) != 0;
     
     if((Mathf.Abs(moveDirection.x) > 0) && grounded || (Mathf.Abs(moveDirection.z) > 0 && grounded)){
         if(!walking){
             walking = true;
             BroadcastMessage("walking", SendMessageOptions.DontRequireReceiver);
         }
     } else if(walking){
         walking = false;
         BroadcastMessage("stopWalking", SendMessageOptions.DontRequireReceiver);
     }
 }
 
 @script RequireComponent(CharacterController)
 
 function aiming() {
     speed = aimSpeed;
 }
 
 function crouch() {
     speed = crouchSpeed;
     //mainCamera.transform.position.y -= crouchDeltaHeight;
     //weaponCamera.transform.position.y -= crouchDeltaHeight;
     //BroadcastMessage ("crouching", SendMessageOptions.DontRequireReceiver);
     this.GetComponent(CharacterController).height -= crouchDeltaHeight;
     this.GetComponent(CharacterController).center -= Vector3(0,crouchDeltaHeight/2, 0);
     crouching = true;
 }
 
 function normalSpeed () {
     if(stopCrouching){
         crouching = false;
         //mainCamera.transform.position.y += crouchDeltaHeight;
         //weaponCamera.transform.position.y += crouchDeltaHeight;
         this.GetComponent("CharacterController").height += crouchDeltaHeight;
         this.GetComponent("CharacterController").center += Vector3(0,crouchDeltaHeight/2, 0);
         BroadcastMessage("stopWalking", SendMessageOptions.DontRequireReceiver);
 
         stopCrouching = false;        
     } else if(crouching){
         speed = crouchSpeed;
         return;
     }
         speed = normSpeed;
         jumpSpeed = normJumpSpeed;
 }
 function sprinting () {
     if(crouching){
         crouching = false;
         //mainCamera.transform.position.y += crouchDeltaHeight;
         //weaponCamera.transform.position.y += crouchDeltaHeight;
         this.GetComponent(CharacterController).height += crouchDeltaHeight;
         this.GetComponent(CharacterController).center += Vector3(0,crouchDeltaHeight/2, 0);
 
     }
     if(canSprint){
         speed = sprintSpeed;
         jumpSpeed = sprintJumpSpeed;
     }
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Leocesar · Jan 05, 2012 at 01:37 PM 1
Share

This link provides the answer: http://xn--m3h.net/umbrella/2010/11/unity3d-ladders

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by DanKoerner · Mar 16, 2013 at 12:16 AM

I can't seem to get this to work with Unity 4 :(

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image HSMInteractive · Aug 15, 2013 at 05:46 PM 0
Share

Same here :/

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

7 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Gothic-like climbing and edge detection 0 Answers

Circular movement of the player 0 Answers

Create Player From Values [ Photon ] 0 Answers

Movement script breaks colliders 1 Answer

can anyone find the issue with this code? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges