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This question was closed Nov 11, 2016 at 09:04 PM by MortyDK for the following reason:

Found the answer myself

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Question by MortyDK · Nov 11, 2016 at 11:30 PM · c#charactercontrollermove

‘CharacterController’ does not contain a definition for ‘Move’

Hi, I just found a Camera controller and character controller script, that should resemble they way you control your character in World of Warcraft.

It's a few years old, so there are probably some functions that have changed since then, and having a slight problem with this error.

'CharacterController' does not contain a definition for 'Move' and no extension method 'Move' accepting a first argument of type 'CharacterController' could be found (are you missing a using directive or an assembly reference?)

It appears on this line, near the end of the script:

 grounded = ((controller.Move(moveDirection * Time.deltaTime)) & CollisionFlags.Below) != 0;

As far as i can see, CharacterController.Move still exists according to Unity docs: https://docs.unity3d.com/550/Documentation/ScriptReference/CharacterController.Move.html

Maybe i have just forgot some dumb thing? The GameObject that has the script, also has a CharacterController added

The script can be found here: https://ruhrnuklear.de/fcc/

Hope someone can help me out here :-)

Best regards Morten

 using UnityEngine;
 using System.Collections;
 
 public class CharacterController : MonoBehaviour {
 
 //Var definition
 public bool swimming = false; //Can be triggert to slow down the movements (like when u swim)
 public string moveStatus = "idle"; //movestatus for animations
 
 //Movement speeds
 private float jumpSpeed = 8.0f; //Jumpspeed / Jumpheight
 private float gravity = 20.0f; //Gravity for jump
 private float runSpeed = 10.0f; //Speed when the Character is running
 private float walkSpeed = 4.0f; //Speed when the Character is walking (normal movement)
 private float rotateSpeed = 250.0f; //Rotationspeed of the Character
 private float walkBackMod = 0.75f; //Speed in Percent for walk backwards and sidewalk
 
 //Internal vars to work with
 private float speedMod = 0.0f; //temp Var for Speedcalculation
 private bool grounded = false; //temp var if the character is grounded
 private Vector3 moveDirection = Vector3.zero; //move direction of the Character
 private bool isWalking = false; //toggle var between move and run
 private bool jumping = false; //temp var for jumping
 private bool mouseSideButton = false; //temp var for mouse side buttons
 private float pbuffer = 0.0f; //Cooldownpuffer for SideButtons
 private float coolDown = 0.5f; //Cooldowntime for SideButtons
 private CharacterController controller; //CharacterController for movement
 
 //Every Frame
 void Update ()
 {
 //Set idel animation
 moveStatus = "idle";
 isWalking = true;
 
 // Hold "Run" to run
 if(Input.GetAxis("Run") != 0)
 isWalking = false;
 
 // Only allow movement and jumps while grounded
 if(grounded) {
 
 //movedirection
 moveDirection = new Vector3((Input.GetMouseButton(1) ? Input.GetAxis("Horizontal") : 0),0,Input.GetAxis("Vertical"));
 
 //pushbuffer to avoid on/off flipping
 if(pbuffer>0)
 pbuffer -=Time.deltaTime;
 if(pbuffer<0)pbuffer=0;
 
 //Automove Sidebuttonmovement
 if((Input.GetAxis("Toggle Move") !=0) && pbuffer == 0){
 pbuffer=coolDown;
 mouseSideButton = !mouseSideButton;
 }
 if(mouseSideButton && ((Input.GetAxis("Vertical") != 0) || Input.GetButton("Jump")) || (Input.GetMouseButton(0) && Input.GetMouseButton(1)))
 mouseSideButton = false;
 
 //L+R MouseButton Movement
 if (Input.GetMouseButton(0) && Input.GetMouseButton(1) || mouseSideButton)
 moveDirection.z += 1;
 if (moveDirection.z > 1)
 moveDirection.z = 1;
 
 //Strafing move (like Q/E movement
 moveDirection.x -= Input.GetAxis("Strafing");
 
 // if moving forward and to the side at the same time, compensate for distance
 if(Input.GetMouseButton(1) && (Input.GetAxis("Horizontal") != 0) && (Input.GetAxis("Vertical") != 0)) {
 moveDirection *= 0.7f;
 }
 
 //Speedmodification / is moving forward or side/backward
 speedMod = ((Input.GetAxis("Vertical") < 0) || (Input.GetMouseButton(1) && (Input.GetAxis("Horizontal")) != 0) || Input.GetAxis("Strafing") != 0) ? walkBackMod : 1.0f;
 
 //Use run or walkspeed
 moveDirection *= isWalking ? walkSpeed * speedMod : runSpeed * speedMod;
 
 //reduce movement by 70% when swimming is toggled
 moveDirection*= swimming ? 0.7f : 1;
 
 // Jump!
 if(Input.GetButton("Jump")){
 jumping = true;
 moveDirection.y = jumpSpeed;
 }
 
 //movestatus normal movement (for animations)
 if((moveDirection.x == 0 ) && (moveDirection.z == 0))
 moveStatus = "idle";
 if(moveDirection.z > 0)
 moveStatus = isWalking ? "walking" : "running";
 if(moveDirection.z < 0)
 moveStatus = isWalking ? "backwalking" : "backrunning";
 if(moveDirection.x > 0)
 moveStatus = isWalking ? "sidewalking_r" : "siderunning_r";
 if(moveDirection.x < 0)
 moveStatus = isWalking ? "sidewalking_l" : "siderunning_l";
 
 //movestatus swim movement (for animations)
 if(swimming){
 if((moveDirection.x == 0 ) && (moveDirection.z == 0))
 moveStatus = "swimidle";
 if(moveDirection.z > 0)
 moveStatus = isWalking ? "swim" : "swimfast";
 if(moveDirection.z < 0)
 moveStatus = isWalking ? "backswim" : "backswimfast";
 if(moveDirection.x > 0)
 moveStatus = isWalking ? "sideswim_r" : "sideswimfast_r";
 if(moveDirection.x < 0)
 moveStatus = isWalking ? "sidewswim_l" : "sideswimfast_l";
 if(jumping)
 moveStatus = "swimup";
 }
 
 //transform direction
 moveDirection = transform.TransformDirection(moveDirection);
 
 }
 // Allow turning at anytime. Keep the character facing in the same direction as the Camera if the right mouse button is down.
 if(Input.GetMouseButton(1)) {
 transform.rotation = Quaternion.Euler(0,Camera.main.transform.eulerAngles.y,0);
 } else {
 transform.Rotate(0,Input.GetAxis("Horizontal") * rotateSpeed * Time.deltaTime, 0);
 }
 
 //Apply gravity
 moveDirection.y -= gravity * Time.deltaTime;
 
 //Get CharacterController
 controller = GetComponent();
 //Move Charactercontroller and check if grounded
 grounded = ((controller.Move(moveDirection * Time.deltaTime)) & CollisionFlags.Below) != 0;
 
 //Reset jumping after landing
 jumping = grounded ? false : jumping;
 
 //movestatus jump/swimup (for animations)
 if(jumping)
 moveStatus = "jump";
 if(jumping && swimming)
 moveStatus = "swimup";
 }
 }


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