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Question by Xarjy · Feb 06 at 02:56 AM · c#movement scriptcharacter controllernewbiecharacter movement

Can only move character left or right, no foward or backwards.

Rookie coder here! Making my first controller script in C#. Using the new input system and the character controller instead of rigidbody.

Making a 3d game, expecting that I should be able to run around on X and Z axis with Y as my height/jump. However when I hit play I'm only able to move on my X axis perfectly fine, but no Z axis.

Either I'm missing something in the code or I'm misunderstanding something I have already written, in either scenario could somebody point me in the right direction?

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 public class PlayerController : MonoBehaviour
 {
     [SerializeField]
     public float speed = 7;
     public float jumpHeight = 1.0f;
     public float gravityValue = -9.81f;
 
     private bool isGrounded;
 
     private PlayerControls playerControls;
     private Vector2 movement;
     private Animator animator;
     private CharacterController controller;
 
     private Vector3 playerVelocity;
 
     private void Awake()
     {
         animator = GetComponent<Animator>();
         controller = GetComponent<CharacterController>();
 
         playerControls = new PlayerControls();
         playerControls.Player.Move.performed += ctx => movement = ctx.ReadValue<Vector2>();   
     }
 
 
     private void OnEnable()
     {
 
         playerControls.Player.Enable();
         playerControls.Player.Move.Enable();
 
         playerControls.Player.Roll.performed += DoRoll;
         playerControls.Player.Roll.Enable();
 
     }
 
     private void DoRoll(InputAction.CallbackContext obj)
     {
         Debug.Log("Roll!");
     }
 
     private void OnDisable()
     {
         playerControls.Player.Disable();
         playerControls.Player.Move.Disable();
         playerControls.Player.Roll.Disable();
     }
 
 
     private void FixedUpdate()
     {
 
         isGrounded = controller.isGrounded;
         if (isGrounded && playerVelocity.y < 0)
         {
             playerVelocity.y = 0f;
         }
 
         float x = movement.x;
         float y = movement.y;
 
 
         animator.SetFloat("inputX", x);
         animator.SetFloat("inputY", y);
 
         movement = playerControls.Player.Move.ReadValue<Vector2>();
         movement.y = 0f;
         playerVelocity = movement * speed;
 
         playerVelocity.y += gravityValue * Time.deltaTime;
         controller.Move(playerVelocity * Time.deltaTime);
     }
 }
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avatar image IrthosKepesk · Feb 07 at 03:08 AM 0
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I'm also new to Unity and scripting. Shouldn't Line 68 be float z = movement.z ? The following that line of reasoning, line 71 be "inputZ", z . I'm guessing line 77 is correct with the .y velocity since its to keep you on the ground.

Nowhere in the code does z seem to come into effect.

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Answer by Ronelo · Feb 06 at 11:16 AM

Try to change : “float y = movement.y;”.
To : “float y = movement.z;”.

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avatar image Xarjy · Feb 06 at 03:33 PM 0
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Unfortunately this didn't work for me. Had tried it before, but from my current understanding the WASD and joystick are both vector2 inputs so there is no z input for it to read.

avatar image IrthosKepesk Xarjy · Feb 07 at 03:14 AM 0
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Not sure with joystick usage. I use the basic UnityEngine then wrote this code if ((Input.GetKey(KeyCode.UpArrow)) || (Input.GetKey(KeyCode.W))) { transform.position += Vector3.forward Time.deltaTime Speed; }

So up arrow and W moves forward along z axis. this character only faces forward. Then used LeftArrow/A for vector3.left, DownArrow/S for vector3.back, and RightArrow/D for vector3.right.

In my 3D platform, this makes my character move decently well.

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