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Question by looneygag · Nov 17, 2013 at 07:22 AM · 2dplayercharactermove

2D Movement Problems

This is my first time using Unity and I was excited for the new Native 2D but after 8 hours and like 4 tutorials I still cant get my character to move. I keep getting errors. Any help would be appreciated, just trying to get my feet off the ground.

Here is my Player Controller movement script:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerControl : MonoBehaviour
 {
     [HideInInspector]
     public bool facingRight = true;            // For determining which way the player is currently facing.
     [HideInInspector]
     public bool jump = false;                // Condition for whether the player should jump.
 
 
     public float moveForce = 365f;            // Amount of force added to move the player left and right.
     public float maxSpeed = 5f;                // The fastest the player can travel in the x axis.
     public float jumpForce = 1000f;            // Amount of force added when the player jumps.
 
 
     private Transform groundCheck;            // A position marking where to check if the player is grounded.
     private bool grounded = false;            // Whether or not the player is grounded.
     private Animator anim;                    // Reference to the player's animator component.
 
 
     void Awake()
     {
         // Setting up references.
         groundCheck = transform.Find("groundCheck");
         anim = GetComponent<Animator>();
     }
 
     void Update()
     {
         // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
         grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));  
 
         // If the jump button is pressed and the player is grounded then the player should jump.
         if(Input.GetButtonDown("Jump") && grounded)
             jump = true;
     }
 
 
     void FixedUpdate ()
     {
         // Cache the horizontal input.
         float h = Input.GetAxis("Horizontal");
 
         // The Speed animator parameter is set to the absolute value of the horizontal input.
         anim.SetFloat("Speed", Mathf.Abs(h));
 
         // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
         if(h * rigidbody2D.velocity.x < maxSpeed)
             // ... add a force to the player.
             rigidbody2D.AddForce(Vector2.right * h * moveForce);
 
         // If the player's horizontal velocity is greater than the maxSpeed...
         if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed)
             // ... set the player's velocity to the maxSpeed in the x axis.
             rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y);
 
         // If the input is moving the player right and the player is facing left...
         if(h > 0 && !facingRight)
             // ... flip the player.
             Flip();
         // Otherwise if the input is moving the player left and the player is facing right...
         else if(h < 0 && facingRight)
             // ... flip the player.
             Flip();
 
         // If the player should jump...
         if(jump)
         {
             // Set the Jump animator trigger parameter.
             anim.SetTrigger("Jump");
 
             // Add a vertical force to the player.
             rigidbody2D.AddForce(new Vector2(0f, jumpForce));
 
             // Make sure the player can't jump again until the jump conditions from Update are satisfied.
             jump = false;
         }
     }
     
     
     void Flip ()
     {
         // Switch the way the player is labelled as facing.
         facingRight = !facingRight;
 
         // Multiply the player's x local scale by -1.
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 
 
 
 
 }
 
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avatar image R-Villani · Nov 20, 2013 at 07:20 AM 0
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Could you post some of the error messages you're getting? That could help a lot. I'm a little sleepy and didn't find anything wrong. But it could be my lack of concentration right now. Or maybe the error is being caused by something else on your scene.

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Answer by Arc Christelle · Dec 31, 2013 at 12:08 AM

Make sure that you applied the script to your player.

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Answer by sspross · Nov 20, 2013 at 01:34 PM

Don't name your Class PlayerControl. This is already defined in the global:: namespace. Rename it to e.g. PlayerController. This should work.

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