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Question by AverageComet250 · Jan 02, 2021 at 11:33 AM · c#mouselookhow-tokeyboard input

Mouse Rotation And Movement Script with Character Controller

I've been working on a game for nearly a week and, being a near-complete noob with lots of programming experience in anything but c#, I'm stuck while making a movement script.

This is my current code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Movement : MonoBehaviour {

  public CharacterController controller;
  public Vector3 MovementSpeed;
  public float MouseSpeed;
 
  // Start is called before the first frame update
  void Start()
  {
 
  }
 
  // Update is called once per frame
  void Update()
  {
      #region BasicMovement
 
      if (Input.GetKeyDown(KeyCode.LeftShift))
      {
          if (Input.GetKeyDown(KeyCode.W)) MovementSpeed.z += 4;
          if (Input.GetKeyDown(KeyCode.A)) MovementSpeed.x -= 4;
          if (Input.GetKeyDown(KeyCode.S)) MovementSpeed.z -= 4;
          if (Input.GetKeyDown(KeyCode.D)) MovementSpeed.x += 4;
          if (Input.GetKeyUp(KeyCode.W)) MovementSpeed.z -= 4;
          if (Input.GetKeyUp(KeyCode.A)) MovementSpeed.x += 4;
          if (Input.GetKeyUp(KeyCode.S)) MovementSpeed.z += 4;
          if (Input.GetKeyUp(KeyCode.D)) MovementSpeed.x -= 4;
      }
      else
      {
          if (Input.GetKeyDown(KeyCode.W)) MovementSpeed.z += 2;
          if (Input.GetKeyDown(KeyCode.A)) MovementSpeed.x -= 2;
          if (Input.GetKeyDown(KeyCode.S)) MovementSpeed.z -= 2;
          if (Input.GetKeyDown(KeyCode.D)) MovementSpeed.x += 2;
          if (Input.GetKeyUp(KeyCode.W)) MovementSpeed.z -= 2;
          if (Input.GetKeyUp(KeyCode.A)) MovementSpeed.x += 2;
          if (Input.GetKeyUp(KeyCode.S)) MovementSpeed.z += 2;
          if (Input.GetKeyUp(KeyCode.D)) MovementSpeed.x -= 2;
      }
 
      controller.SimpleMove(MovementSpeed);
 
      #endregion
 
      #region Rotation
 
      if (Input.GetAxis("Mouse X") > 0) transform.Rotate((Vector3.up) * MouseSpeed);
      if (Input.GetAxis("Mouse X") < 0) transform.Rotate((Vector3.up) * -MouseSpeed);
      #endregion
  }

} As shown in the code, I'm using a character controller instead of a rigidbody and missing an up/down look script.

The code currently uses the old input system, and I'm hoping to update it to the new system once this movement script is complete, as all I have to do is change the input methods.

P.S. I posted this in help room as well and since I posted it there I updated my move script to the new input system but I'm still stuck and could really do with some help with the actual movement.

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avatar image unity_HTr7mOeTIRzvVA · Jan 02, 2021 at 04:27 PM 0
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Input.GetAxis("Horizontal") will give you -1 when you press A or Left arrow keys, 1 when you press D or Right arrow .Input.GetAxis("Vertical") is the same but with W S and Up Down key. You can use that as a move direction then multiply it to some float for speed

 public float walkSpeed, runSpeed;
 
 void Update(){
 Vector3 moveDirection = new Vector3 (Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 
 moveDirection.Normalized();
 
 float speed = (Input.GetKey(KeyCode.LeftShift))? runSpeed: walkSpeed;
 
 controller.Simple$$anonymous$$ove(moveDirection * speed);

For mouse rotate will be a little bit different, try this tutorial https://youtu.be/_QajrabyTJc

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Answer by trannel · Jan 02, 2021 at 08:27 PM

I can see why you are stuck, there are some odd things like GetKeyDown and a movespeed that increases.. (?) you kind of combined movement direction and speed. it should be sepperate.

so rewrote your code. with comments.

 using System.Collections; 
 using System.Collections.Generic; 
 using UnityEngine;
 
 public class Movements : MonoBehaviour
 {

     public CharacterController controller;
     public Vector3 MovementDirection;
     public int MoveSpeed = 2;
     public float MouseSpeed = 2f;


     // Update is called once per frame
     void Update()
     {
         #region BasicMovement

         //holding leftshift, move speed will be 4.
         if (Input.GetKey(KeyCode.LeftShift))
         {
             MoveSpeed = 4;
             //if (Input.GetKeyDown(KeyCode.W)) MovementSpeed.z += 4;
             //if (Input.GetKeyDown(KeyCode.A)) MovementSpeed.x -= 4;
             //if (Input.GetKeyDown(KeyCode.S)) MovementSpeed.z -= 4;
             //if (Input.GetKeyDown(KeyCode.D)) MovementSpeed.x += 4;
             //if (Input.GetKeyUp(KeyCode.W)) MovementSpeed.z -= 4;
             //if (Input.GetKeyUp(KeyCode.A)) MovementSpeed.x += 4;
             //if (Input.GetKeyUp(KeyCode.S)) MovementSpeed.z += 4;
             //if (Input.GetKeyUp(KeyCode.D)) MovementSpeed.x -= 4;
         }
         else
         {
             //but normaly , the move speed is  2
             MoveSpeed = 2;
             //    if (Input.GetKeyDown(KeyCode.W)) MovementSpeed.z += 2;
             //    if (Input.GetKeyDown(KeyCode.A)) MovementSpeed.x -= 2;
             //    if (Input.GetKeyDown(KeyCode.S)) MovementSpeed.z -= 2;
             //    if (Input.GetKeyDown(KeyCode.D)) MovementSpeed.x += 2;
             //    if (Input.GetKeyUp(KeyCode.W)) MovementSpeed.z -= 2;
             //    if (Input.GetKeyUp(KeyCode.A)) MovementSpeed.x += 2;
             //    if (Input.GetKeyUp(KeyCode.S)) MovementSpeed.z += 2;
             //    if (Input.GetKeyUp(KeyCode.D)) MovementSpeed.x -= 2;
         }

         //Axis Horizontal/Vertical are mapped to the arrow keys and wasd.
         // this returns 0 when not pressed.
         // -1 when arrow left, and +1 when arrow right.
         MovementDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

         // and you can multiply a Vector3 by a number.
         controller.SimpleMove(MovementDirection * MoveSpeed);

         #endregion

         #region Rotation

         //this means that this can be shortened too.
         //instead of this:
         //if (Input.GetAxis("Mouse X") > 0) transform.Rotate((Vector3.up) * MouseSpeed);
         //if (Input.GetAxis("Mouse X") < 0) transform.Rotate((Vector3.up) * -MouseSpeed);

         //use 
         transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * MouseSpeed);
         #endregion
     }
 }
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Answer by AverageComet250 · Jan 05, 2021 at 03:16 PM

Thanks for the help and I think I get how the code works @trannel. How would I implement up/down rotation as well, since the current code only goes left/right.

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