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Question by Kith · Mar 21, 2010 at 05:40 AM · 3dcharactercontrollermodel

Character Controller acting strange

First, I'm an incredible newb when it comes to Unity. That being said, I purchased a book on Unity Game Development. In it, there is an FPSWalker script. I thought I'd adapt it a bit in order to make a side-scrolling, 2.5D "Megaman" style game. What's weird about it is that although the code works beautifully for a simple Capsule gameobject, it won't work at all for a complex, animated model I imported. I have no clue why that's the case. Here's my code...

var speed = 6.0; var jumpSpeed = 8.0; var gravity = 20.0;

private var moveDirection = Vector2.zero; private var grounded : boolean = false; var controller : CharacterController;

function Start() { var controller : CharacterController = GetComponent(CharacterController);
}

function fixedUpdate() { if (grounded) { moveDirection = new Vector2(Input.GetAxis("Horizontal"), 0); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed;

    if (Input.GetButton("Jump")) {
         moveDirection.y = jumpSpeed;
     }
 }

 moveDirection.y -= gravity * Time.deltaTime;
 var flags = controller.Move(moveDirection * Time.deltaTime);
 grounded = (flags & CollisionFlags.CollidedBelow) != 0;

} @script RequireComponent(CharacterController)

Any help would be great. I'm really trying to wrap my head around this. It seems like a very powerful tool :-)

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Answer by Kith · Mar 21, 2010 at 05:51 AM

Ugh nevermind, fixedUpdated needed to be "FixedUpdate" -.-

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