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Question by Razputin · Feb 18, 2014 at 01:57 AM · movementplayermovement scriptsimple

Having trouble with a basic movement script.

Could someone explain to me what i'm doing wrong here? I'm probably using something incorrectly. I'd like to know how to properly do this.

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour {
 
     public int playerCanMove = 1;
 
     void Start () {
         while(playerCanMove >= 1)
         {
             if(Input.GetKeyDown(KeyCode.W))
             {
                 transform.Translate(0.0f, 1.0f, 0.0f);
                 playerCanMove--;
             }
             if(Input.GetKeyDown(KeyCode.A))
             {
                 transform.Translate(-1.0f, 0.0f, 0.0f);
                 playerCanMove--;
             }       
             if(Input.GetKeyDown(KeyCode.D))
             {
                 transform.Translate(1.0f, 0.0f, 0.0f);
                 playerCanMove--;
             }       
             if(Input.GetKeyDown(KeyCode.S))
             {
                 transform.Translate(0.0f, -1.0f, 0.0f);
                 playerCanMove--;
             }       
 
         }
     }
 }
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avatar image Razputin · Feb 18, 2014 at 02:57 AM 0
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I could probably use a for loop if I really wanted as well.

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Answer by deathbane · Feb 18, 2014 at 03:34 AM

Try this edited version of your code

 public class PlayerMovement : MonoBehaviour {

     //added float for speed;
     public float speed;
     
     //changed from Start to Update
     void Update () {
         
         //got rid of while loop
         if(Input.GetKeyDown(KeyCode.W))
         {
             //using speed instead of a constant to make changing and reading easier
         transform.Translate(0.0f, speed, 0.0f);
         }
         //made if statement into if else statement
         else if(Input.GetKeyDown(KeyCode.A))
         {
         transform.Translate(-speed, 0.0f, 0.0f);
         }
         else if(Input.GetKeyDown(KeyCode.D))
         {
         transform.Translate(speed, 0.0f, 0.0f);
         }
         else if(Input.GetKeyDown(KeyCode.S))
         {
         transform.Translate(0.0f, -speed, 0.0f);
         }
      
    }
 }

Note: this will not create smooth constant motion but rather whenever you press W,A,S, or D will cause the object to jerk in the corresponding direction.

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Answer by blackcoper · Feb 18, 2014 at 03:05 AM

 public class PlayerMovement : MonoBehaviour {
     float speed = 1f;
     void Update () {
          if(Input.GetKeyDown(KeyCode.W))
          {
           transform.Translate(0.0f, speed * Time.deltaTime, 0.0f);
          }
          if(Input.GetKeyDown(KeyCode.A))
          {
           transform.Translate(speed * Time.deltaTime *-1, 0.0f, 0.0f);
          }       
          if(Input.GetKeyDown(KeyCode.D))
          {
           transform.Translate(speed * Time.deltaTime, 0.0f, 0.0f);
          }       
          if(Input.GetKeyDown(KeyCode.S))
          {
           transform.Translate(0.0f, speed * Time.deltaTime *-1, 0.0f);
          }       
     }
 }
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avatar image Razputin · Feb 18, 2014 at 03:13 AM 0
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This works with the player prefab if i drop it into the scene, but doesn't work when i use this script to instantiate the player. using UnityEngine; using System.Collections; public class PlayerSpawner : $$anonymous$$onoBehaviour { public Transform player; void Start () { Instantiate(player, new Vector3(Random.Range(1,100),Random.Range(1,100),-1), Quaternion.identity); } }

avatar image Razputin · Feb 18, 2014 at 03:14 AM 0
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is it because the instantiated version is player(clone)?

avatar image blackcoper · Feb 18, 2014 at 03:18 AM 0
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check your player prefab, that should have Player$$anonymous$$ovement script before instantiated.

avatar image Razputin · Feb 18, 2014 at 03:21 AM 0
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my original prefab does have the script attached.

avatar image Razputin · Feb 18, 2014 at 03:22 AM 0
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I was thinking it could be that too so I remade the prefab completely to check.

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