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Question by devcor · Jan 10, 2015 at 02:13 AM · c#movementcharacterspeed

Can't change the speed of a character.

Hello, I'm learning C# bit by bit, and I've really just started, so I'm trying to write a simplest character control for 2D game now.

Here's my code:

     public Vector2 speed = new Vector2(1,0);
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
 
         float inputX = Input.GetAxis ("Horizontal");
         float inputY = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3 (
             speed.x = inputX, 
             speed.y = inputY, 
             0);
 
         movement *= Time.deltaTime;
         transform.Translate (movement);
 
     }
 
 

And now I'm trying to multiply the speed by *2 whenever LeftShift is pressed.

I'm adding the following code to the Update() right after the previous code:

    if (Input.GetKeyDown(KeyCode.LeftShift))
                 {
                     Debug.Log ("Shift is pressed");
                     
                     movement *= Time.deltaTime;
                     transform.Translate (movement*2);
                 }


But it doesn't work. Neither is

movement *= 2;

I really don't undestand why's that, because if I add a multiplier to the original equasion, it works perfectly and the speed is doubled at all times.

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Answer by Ericool · Jan 10, 2015 at 02:52 AM

What I see is you want to translate a 2d position with a 3d vector. Maybe correct this first and then we can see if it is something else.

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Answer by jeffreyrampineda · Jan 10, 2015 at 01:10 PM

 int runningSpeed = 4;
         movement = movement.normalized * runningSpeed* Time.deltaTime;
         transform.Translate (movement);
 

Try this. Also, I suggest having only one transform.Translate(movement); on the same method. Try putting the transform.Translate(movement); at the last line and under the part where you click the "LeftShift", you simply edit the runningSpeed to 2 or 4 and edit the movement outside of that "movement = movement.normalized runningSpeed Time.deltaTime;" then finally, your transform.Translate(movement) at the last line.

     public Vector2 speed = new Vector2(1,0);
     int runningSpeed = 1;
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         
         float inputX = Input.GetAxis ("Horizontal");
         float inputY = Input.GetAxis ("Vertical");
         
         Vector3 movement = new Vector3 (
             speed.x = inputX, 
             speed.y = inputY, 
             0);
 
 
         if (Input.GetKeyDown(KeyCode.LeftShift))
         {
             Debug.Log ("Shift is pressed");
             
             runningSpeed = 4;
 
         }
 
         movement = movement.normalized * runningSpeed * Time.deltaTime;
         transform.Translate (movement);
 
     }

I wouldn't suggest officially using this code but I think its good for learning.

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avatar image devcor · Jan 10, 2015 at 01:16 PM 0
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If I do as you say, it changes speed for all time, even after Shift is unpressed.

Though I managed to make it work:

 movement *= Time.deltaTime*2;
         transform.Translate (movement);
 
 
             if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.LeftShift))
             {
                 transform.Translate (movement);
                 
             }



I'm sure this is shit from the point of good coding, but it'll do for my first project, I guess.

avatar image jeffreyrampineda · Jan 10, 2015 at 04:03 PM 0
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You can use Input.Get$$anonymous$$eyUp() if you want to change the speed back to original. You can place this below the Get$$anonymous$$eyDown() part.

 if (Input.Get$$anonymous$$eyUp($$anonymous$$eyCode.LeftShift))
          {
              Debug.Log ("Shift is released");
              
              runningSpeed = 1;
  
          }


And I don't think your coding is that bad. I'm sure anyone can become good at it if they practice. Good luck with your project

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