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 killa247 · May 24, 2013 at 01:51 AM · playersprint

How do i make my Sprint increase slowly?

so i have this code and ive tryed co-routines but they dont work and it just bugs up, and ive tryed changing the speed by Time.deltaTime, but that doesnt work, any ideas on how to make my player slowly start to sprint?

 var walkSpeed: float = 7; // regular speed
 var runSpeed: float = 20; // run speed
  
 private var chMotor: CharacterMotor;
 private var ch: CharacterController;
 private var tr: Transform;
 private var height: float; // initial height
  
 function Start(){
     chMotor = GetComponent(CharacterMotor);
     tr = transform;
     ch = GetComponent(CharacterController);
 }
  
 function Update(){
  
     var h = height;
     var speed = walkSpeed;
     
     if (ch.isGrounded && Input.GetKey("left shift") || Input.GetKey("right shift") && speed < runSpeed){
     speed = runSpeed;
        chMotor.movement.maxForwardSpeed = speed;
              }
        chMotor.movement.maxForwardSpeed = speed; // set max speed
 }
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by aaronov · May 24, 2013 at 02:03 AM

You could try using linear interpolation to smooth out the increase of speed over time. Eg.

 chMotor.movement.maxForwardSpeed = Mathf.Lerp(oldMaxSpeed, newMaxSpeed, Time.time)
Comment
Add comment · Show 5 · 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 killa247 · May 24, 2013 at 02:09 AM 0
Share

im unsure on how mathf or lerp means, could you add it to my script and give exsamples, explanations? thanks if you can, (you dont have to)

avatar image aaronov · May 24, 2013 at 02:20 AM 1
Share

The documentation provides sufficient information on what Lerp is and how it can be used.

$$anonymous$$athf.Lerp

Possibly a better alternative is $$anonymous$$athf.SmoothDamp

avatar image killa247 · May 24, 2013 at 02:51 AM 0
Share

it just seems to be going the same speed, i want to to fade into the max speed in say 4 secs i know it has somthing to do with the Time.time right?

avatar image aaronov · May 24, 2013 at 02:57 AM 0
Share

Using the alternative function I mentioned maybe something like this:

  var current$$anonymous$$axSpeed : float = ch$$anonymous$$otor.movement.maxForwardSpeed;
  var targetSpeed : float = speed;
  var velocity = 0.0;
  var smoothTime = 4;
 
  var new$$anonymous$$axSpeed : float = $$anonymous$$athf.SmoothDamp(current$$anonymous$$axSpeed, targetSpeed, velocity, smoothTime);
  ch$$anonymous$$otor.movement.maxForwardSpeed = new$$anonymous$$axSpeed;
avatar image killa247 · May 24, 2013 at 04:17 AM 0
Share

i think im just retarded or something, im sure your code works, i just cant get it to :(, i hate codeing >.<

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

14 People are following this question.

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

Related Questions

Energy Pickup 1 Answer

How do I make my player face the direction its moving 1 Answer

how can I present a choice under function OnNetworkLoadedLevel 2 Answers

Physics Based Sprint and Jump? 2 Answers

I am making a Call of Duty type game, how can I make the people settings just like call of duty? 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