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Question by Laxhoop2525 · Mar 08, 2021 at 10:04 PM · movementjumpingmouselookwasd

Need help with WASD plus mouselook movement,,Need help with WASD movement

So this script works great with mouselook, but I want to be able to move with WASD based on where the camera is looking. I'd also like to be able to jump.

I'm just not sure where to start. If you could help me make the movement speed and jump height publicly changeable variables, I would also extremely appreciate that.

Here's what I have, and thank you.

[AddComponentMenu("Camera-Control/Mouse Look")]

public class MouseLook : MonoBehaviour {

 public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 };
 public RotationAxes axes = RotationAxes.MouseXAndY;
 public float sensitivityX = 15F;
 public float sensitivityY = 15F;

 public float minimumX = -360F;
 public float maximumX = 360F;

 public float minimumY = -60F;
 public float maximumY = 60F;

 float rotationX = 0F;
 float rotationY = 0F;

 Quaternion originalRotation;

 void Update()
 {
     if (axes == RotationAxes.MouseXAndY)
     {
         // Read the mouse input axis
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

         rotationX = ClampAngle(rotationX, minimumX, maximumX);
         rotationY = ClampAngle(rotationY, minimumY, maximumY);

         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);

         transform.localRotation = originalRotation * xQuaternion * yQuaternion;
     }
     else if (axes == RotationAxes.MouseX)
     {
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationX = ClampAngle(rotationX, minimumX, maximumX);

         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         transform.localRotation = originalRotation * xQuaternion;
     }
     else
     {
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = ClampAngle(rotationY, minimumY, maximumY);

         Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
         transform.localRotation = originalRotation * yQuaternion;
     }
 }

 void Start()
 {
     // Make the rigid body not change rotation
     if (GetComponent<Rigidbody>())
         GetComponent<Rigidbody>().freezeRotation = true;
     originalRotation = transform.localRotation;
 }

 public static float ClampAngle(float angle, float min, float max)
 {
     if (angle < -360F)
         angle += 360F;
     if (angle > 360F)
         angle -= 360F;
     return Mathf.Clamp(angle, min, max);
 }

}

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