Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Yakusza · Aug 28, 2018 at 09:03 PM · jumpinginputmanagerfps controlleraccelerationgetaxis

Approach for forcing player movement

Hi there,

I'm a newbie dev trying to brush up to become better, so pardon if I seem dumbo. (I probably will, bear with me)


I'm trying to create an fps movement similiar to quake/half-life. I'm using the standard asset fps controller, controlling some of it's parameters via a separate script. Whether or not that is a good idea or not, doesn't matter for now I think. Primarily I'm trying to ape up a similiar feeling as to what air acceleration does in half-life. Essentially just cause cannon-ball effect from bunnyhopping


Now my actual question/problem is:

How do I force player forward movement with fps/input axis movement?


  • The movement is being handled in the fps controller script which Unity's Standard Assets have provided. I'm not 100% sure but I have a general idea that it handles movement via the input manager somehow (I don't understand much of the code in the controller).


    • I have managed to craft a rudimentary function which accelerates the speed of the player while jumping around.


  • I'm hoping to add into that functionality a feature which forces the player to maintain movement in the direction of the aim for few seconds, if the player reaches the "top speed" which I've just capped at an emulated value of 15f.


    • My initial approach to this would be to just check if the top speed has been reached, if so: Force player movement until the speed value has dropped down back to normal speed, upon which stop forced movement. However it seems that a simulated input is unpractical or undoable...(?)


    • I would assume one could do this via just using rigidbody-based movement, but I feeling results with this approach as the current feeling of accelerated bunnyhopping is pretty great imo.


Here's my player extension script, I have not yet implemented anything for the problem I'm facing, tried some stuff but it just doesn't work so there's no remark for it, I'm mainly just trying to find a good angle for of approach.

I'll just post it here for clarity, I also included the standard fps script for quick reference. Pardon beforehand for longpost and thanks in advance.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets.Characters.FirstPerson;
 
 public class PlayerExtension : MonoBehaviour {
 
     FirstPersonController FPSCon;
 
     //Walking variables
     private float initialWalkSpeed;
     private float optimalWalkSpeed = 7.5f;
 
     //Air Acceleration variables
     private float accelerationForce = 2.5f;
     private float dampening = 2f;
     private float maximumPlayerSpeed = 15f;
     private bool moving;
 
     public bool forceMove;
 
     void Start(){
 
         //Find player fps controller
         FPSCon = GameObject.FindObjectOfType<FirstPersonController> ();
 
         initialWalkSpeed = FPSCon.m_WalkSpeed;
     }
 
     void FixedUpdate (){
 
         AirAcceleration ();
 
         //If player is moving in any way, movement is true
         if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D)) {
             moving = true;
         } else {
             moving = false;
         }
     }
         
 
     public void AirAcceleration(){
 
         //Accelerate while in air
         if (FPSCon.m_Jumping == true) {
             FPSCon.m_WalkSpeed = FPSCon.m_WalkSpeed + (Time.deltaTime * accelerationForce);
         } else {
             FPSCon.m_WalkSpeed = FPSCon.m_WalkSpeed - (Time.deltaTime * dampening);
         }
 
         //Restrain
         if (FPSCon.m_Jumping == false && FPSCon.m_WalkSpeed <= initialWalkSpeed) {
             FPSCon.m_WalkSpeed = initialWalkSpeed;
         }
 
         //Speedcap
         if (FPSCon.m_WalkSpeed >= maximumPlayerSpeed) {
             FPSCon.m_WalkSpeed = maximumPlayerSpeed;
         }
 
         //Halt speed if input is no longer given
         if (moving == false && FPSCon.m_Jumping == false && FPSCon.m_WalkSpeed >= initialWalkSpeed) {
             FPSCon.m_WalkSpeed = FPSCon.m_WalkSpeed - (Time.deltaTime * dampening);
             //Debug.Log ("No input, slowing");
         }
 
     }
 
 }


Here's the fpscontroller that's standard for unity, you can obviously also just ref it in Unity:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 using UnityStandardAssets.Utility;
 using Random = UnityEngine.Random;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [RequireComponent(typeof (CharacterController))]
     [RequireComponent(typeof (AudioSource))]
     public class FirstPersonController : MonoBehaviour
     {
         
         public float m_WalkSpeed;
         [SerializeField] private float m_RunSpeed;
         public float m_JumpSpeed;
         public float m_GravityMultiplier;
         public bool m_Jumping;
 
         [SerializeField] private bool m_IsWalking;
         [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
         [SerializeField] private float m_StickToGroundForce;
         [SerializeField] private MouseLook m_MouseLook;
         [SerializeField] private bool m_UseFovKick;
         [SerializeField] private FOVKick m_FovKick = new FOVKick();
         [SerializeField] private bool m_UseHeadBob;
         [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
         [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
         [SerializeField] private float m_StepInterval;
         [SerializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
         [SerializeField] private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
         [SerializeField] private AudioClip m_LandSound;           // the sound played when character touches back on ground.
 
         private Camera m_Camera;
         private bool m_Jump;
         private float m_YRotation;
         private Vector2 m_Input;
         private Vector3 m_MoveDir = Vector3.zero;
         private CharacterController m_CharacterController;
         private CollisionFlags m_CollisionFlags;
         private bool m_PreviouslyGrounded;
         private Vector3 m_OriginalCameraPosition;
         private float m_StepCycle;
         private float m_NextStep;
         private AudioSource m_AudioSource;
 
         // Use this for initialization
         private void Start()
         {
             m_CharacterController = GetComponent<CharacterController>();
             m_Camera = Camera.main;
             m_OriginalCameraPosition = m_Camera.transform.localPosition;
             m_FovKick.Setup(m_Camera);
             m_HeadBob.Setup(m_Camera, m_StepInterval);
             m_StepCycle = 0f;
             m_NextStep = m_StepCycle/2f;
             m_Jumping = false;
             m_AudioSource = GetComponent<AudioSource>();
             m_MouseLook.Init(transform , m_Camera.transform);
         }
 
 
         // Update is called once per frame
         private void Update()
         {
             RotateView();
             // the jump state needs to read here to make sure it is not missed
             if (!m_Jump)
             {
                 m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
             }
 
             if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
             {
                 StartCoroutine(m_JumpBob.DoBobCycle());
                 PlayLandingSound();
                 m_MoveDir.y = 0f;
                 m_Jumping = false;
             }
             if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
             {
                 m_MoveDir.y = 0f;
             }
 
             m_PreviouslyGrounded = m_CharacterController.isGrounded;
         }
 
 
         private void PlayLandingSound()
         {
             m_AudioSource.clip = m_LandSound;
             m_AudioSource.Play();
             m_NextStep = m_StepCycle + .5f;
         }
 
 
         private void FixedUpdate()
         {
             float speed;
             GetInput(out speed);
             // always move along the camera forward as it is the direction that it being aimed at
             Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
 
             // get a normal for the surface that is being touched to move along it
             RaycastHit hitInfo;
             Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                                m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
             desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
 
             m_MoveDir.x = desiredMove.x*speed;
             m_MoveDir.z = desiredMove.z*speed;
 
 
             if (m_CharacterController.isGrounded)
             {
                 m_MoveDir.y = -m_StickToGroundForce;
 
                 if (m_Jump)
                 {
                     m_MoveDir.y = m_JumpSpeed;
                     PlayJumpSound();
                     m_Jump = false;
                     m_Jumping = true;
                 }
             }
             else
             {
                 m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
             }
             m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
 
             ProgressStepCycle(speed);
             UpdateCameraPosition(speed);
 
             m_MouseLook.UpdateCursorLock();
         }
 
 
         private void PlayJumpSound()
         {
             m_AudioSource.clip = m_JumpSound;
             m_AudioSource.Play();
         }
 
 
         private void ProgressStepCycle(float speed)
         {
             if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
             {
                 m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                              Time.fixedDeltaTime;
             }
 
             if (!(m_StepCycle > m_NextStep))
             {
                 return;
             }
 
             m_NextStep = m_StepCycle + m_StepInterval;
 
             PlayFootStepAudio();
         }
 
 
         private void PlayFootStepAudio()
         {
             if (!m_CharacterController.isGrounded)
             {
                 return;
             }
             // pick & play a random footstep sound from the array,
             // excluding sound at index 0
             int n = Random.Range(1, m_FootstepSounds.Length);
             m_AudioSource.clip = m_FootstepSounds[n];
             m_AudioSource.PlayOneShot(m_AudioSource.clip);
             // move picked sound to index 0 so it's not picked next time
             m_FootstepSounds[n] = m_FootstepSounds[0];
             m_FootstepSounds[0] = m_AudioSource.clip;
         }
 
 
         private void UpdateCameraPosition(float speed)
         {
             Vector3 newCameraPosition;
             if (!m_UseHeadBob)
             {
                 return;
             }
             if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
             {
                 m_Camera.transform.localPosition =
                     m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                       (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
                 newCameraPosition = m_Camera.transform.localPosition;
                 newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
             }
             else
             {
                 newCameraPosition = m_Camera.transform.localPosition;
                 newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
             }
             m_Camera.transform.localPosition = newCameraPosition;
         }
 
 
         private void GetInput(out float speed)
         {
             // Read input
             float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
             float vertical = CrossPlatformInputManager.GetAxis("Vertical");
 
             bool waswalking = m_IsWalking;
 
 #if !MOBILE_INPUT
             // On standalone builds, walk/run speed is modified by a key press.
             // keep track of whether or not the character is walking or running
             m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
 #endif
             // set the desired speed to be walking or running
             speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
             m_Input = new Vector2(horizontal, vertical);
 
             // normalize input if it exceeds 1 in combined length:
             if (m_Input.sqrMagnitude > 1)
             {
                 m_Input.Normalize();
             }
 
             // handle speed change to give an fov kick
             // only if the player is going to a run, is running and the fovkick is to be used
             if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
             {
                 StopAllCoroutines();
                 StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
             }
         }
 
 
         private void RotateView()
         {
             m_MouseLook.LookRotation (transform, m_Camera.transform);
         }
 
 
         private void OnControllerColliderHit(ControllerColliderHit hit)
         {
             Rigidbody body = hit.collider.attachedRigidbody;
             //dont move the rigidbody if the character is on top of it
             if (m_CollisionFlags == CollisionFlags.Below)
             {
                 return;
             }
 
             if (body == null || body.isKinematic)
             {
                 return;
             }
             body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
         }
     }
 }


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

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

88 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 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 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 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 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 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 avatar image avatar image avatar image avatar image

Related Questions

Car acceleration using Xbox 360 triggers? 1 Answer

Can't get Triggers to Work [Solved] 1 Answer

How to create an fps controller with strafe jumping mechanism ? 0 Answers

Slippery fps controlls 2 Answers

Problem with getaxis and multiple Horizontal/Vertical fields 0 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