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Question by AndreaF · Apr 07, 2015 at 12:41 AM · unity 5standard-assets

Unity3D 5 First Person Controller Standard Asset doesn't work correctly

In Unity 4 was enough add FPS controller to your model and this is able to walk and jump... now in Unity 5 I have added First Person Controller from standard assets, but when I click on play the model rotate only mouse moves and doesn't react when I press the directional key. Giving a look to options I have seen that walk speed is set to 0 increasing this value the model react to the directional keys... but the model start to "fly" and is not able to jump.

See screenshots

in this picture the robot is at ground level the selected controller

when play the game remains at the ground but when I start to use a move key the robot result "flying" above the ground level

the strange behaviour

and in addition I get also this exception

 IndexOutOfRangeException: Array index is out of range.
 UnityStandardAssets.Characters.FirstPerson.FirstPersonController.PlayFootStepAudio () (at Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs:170)
 UnityStandardAssets.Characters.FirstPerson.FirstPersonController.ProgressStepCycle (Single speed) (at Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs:157)
 UnityStandardAssets.Characters.FirstPerson.FirstPersonController.FixedUpdate () (at Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs:130)


Could someone help me? Thanks

gffh.png (357.3 kB)
jgvhv.png (391.1 kB)
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Answer by METPLEX · May 20, 2015 at 03:47 PM

For your 1st problem try enabling the walk speed and match your run speed with your walk speed For example: if your run speed is 1000 then your walk speed should be 1000. Btw I am having the same problem with the IndexOutOfRangeException. Could you inform me if you have fixed the problem. My email is grandduos1st@gmail.com

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Answer by $$anonymous$$ · Dec 28, 2015 at 05:10 AM

There are a couple of reasons for this and it has to do with how you are trying to work the code with the character.

For example, if your character movement script is using a character controller, you wont be using collider or a rigid body. Second, depending how you have things set up you are more or less using the mouse look as your rotation rather than key inputs such as right and left keys to turn, etc.

Long story short. If your using a basic move script for forward and backward and non-turning left or right, that the direction your mouse is facing is the direction you are going to go resulting in that flying effect. The character controller is simply put both the rigid body and the collider and the proper script for that determines if for example it acts in a manner similar to a triggered capsule colider.

opr example

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