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Question by johnb2 · Oct 01, 2013 at 03:01 AM · javascriptcontrollerthird-personstrafing

Adding Strafing to 3rd Person Controller

Hello there, I'm not new to Unity but am quite new to coding in any capacity. So far I've got a great 3rd Person Controller running quite well but my only problem is adding strafing to the code to allow strafing on Q and E keys, or alternatively on the A and D key at another time.

I'm using the stock 3rd Person Controller script from Unity's Standard Assets and for the life of me, after trial and error, after going back and forth on every forum, hub, or resource and finding very little if any detailed help on getting this small task completed.

MY QUESTION: How can I get the player to strafe left and right instead of turning left and right?

Here is a web player of my current controller build. It still needs work so bare with it, but it does work outside of the strafe. http://mediarotation.com/controller/ And here is the code provided by Unity within the Standard Assets/Controller/~

 // Require a character controller to be attached to the same game object
 @script RequireComponent(CharacterController)
 
 public var idleAnimation : AnimationClip;
 public var walkAnimation : AnimationClip;
 public var runAnimation : AnimationClip;
 public var jumpPoseAnimation : AnimationClip;
 
 public var walkMaxAnimationSpeed : float = 0.75;
 public var trotMaxAnimationSpeed : float = 1.0;
 public var runMaxAnimationSpeed : float = 1.0;
 public var jumpAnimationSpeed : float = 1.15;
 public var landAnimationSpeed : float = 1.0;
 
 private var _animation;
 
 enum CharacterState {
     Idle = 0,
     Walking = 1,
     Trotting = 2,
     Running = 3,
     Jumping = 4,
 }
 
 private var _characterState : CharacterState;
 
 // The speed when walking
 var walkSpeed = 2.0;
 // after trotAfterSeconds of walking we trot with trotSpeed
 var trotSpeed = 4.0;
 // when pressing "Fire3" button (cmd) we start running
 var runSpeed = 6.0;
 
 var inAirControlAcceleration = 3.0;
 
 // How high do we jump when pressing jump and letting go immediately
 var jumpHeight = 0.5;
 
 // The gravity for the character
 var gravity = 20.0;
 // The gravity in controlled descent mode
 var speedSmoothing = 10.0;
 var rotateSpeed = 500.0;
 var trotAfterSeconds = 3.0;
 
 var canJump = true;
 
 private var jumpRepeatTime = 0.05;
 private var jumpTimeout = 0.15;
 private var groundedTimeout = 0.25;
 
 // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
 private var lockCameraTimer = 0.0;
 
 // The current move direction in x-z
 private var moveDirection = Vector3.zero;
 // The current vertical speed
 private var verticalSpeed = 0.0;
 // The current x-z move speed
 private var moveSpeed = 0.0;
 
 // The last collision flags returned from controller.Move
 private var collisionFlags : CollisionFlags; 
 
 // Are we jumping? (Initiated with jump button and not grounded yet)
 private var jumping = false;
 private var jumpingReachedApex = false;
 
 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
 private var movingBack = false;
 // Is the user pressing any keys?
 private var isMoving = false;
 // When did the user start walking (Used for going into trot after a while)
 private var walkTimeStart = 0.0;
 // Last time the jump button was clicked down
 private var lastJumpButtonTime = -10.0;
 // Last time we performed a jump
 private var lastJumpTime = -1.0;
 
 
 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 private var lastJumpStartHeight = 0.0;
 
 
 private var inAirVelocity = Vector3.zero;
 
 private var lastGroundedTime = 0.0;
 
 
 private var isControllable = true;
 
 
 function Awake ()
 {
     moveDirection = transform.TransformDirection(Vector3.forward);
     
     _animation = GetComponent(Animation);
     if(!_animation)
         Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
     
     /*
 public var idleAnimation : AnimationClip;
 public var walkAnimation : AnimationClip;
 public var runAnimation : AnimationClip;
 public var jumpPoseAnimation : AnimationClip;    
     */
     if(!idleAnimation) {
         _animation = null;
         Debug.Log("No idle animation found. Turning off animations.");
     }
     if(!walkAnimation) {
         _animation = null;
         Debug.Log("No walk animation found. Turning off animations.");
     }
     if(!runAnimation) {
         _animation = null;
         Debug.Log("No run animation found. Turning off animations.");
     }
     if(!jumpPoseAnimation && canJump) {
         _animation = null;
         Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
     }
             
 }
 
 
 function UpdateSmoothedMovementDirection ()
 {
     var cameraTransform = Camera.main.transform;
     var grounded = IsGrounded();
     
     // Forward vector relative to the camera along the x-z plane    
     var forward = cameraTransform.TransformDirection(Vector3.forward);
     forward.y = 0;
     forward = forward.normalized;
 
     // Right vector relative to the camera
     // Always orthogonal to the forward vector
     var right = Vector3(forward.z, 0, -forward.x);
 
     var v = Input.GetAxisRaw("Vertical");
     var h = Input.GetAxisRaw("Horizontal");
 
     // Are we moving backwards or looking backwards
     if (v < -0.2)
         movingBack = true;
     else
         movingBack = false;
     
     var wasMoving = isMoving;
     isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
         
     // Target direction relative to the camera
     var targetDirection = h * right + v * forward;
     
     // Grounded controls
     if (grounded)
     {
         // Lock camera for short period when transitioning moving & standing still
         lockCameraTimer += Time.deltaTime;
         if (isMoving != wasMoving)
             lockCameraTimer = 0.0;
 
         // We store speed and direction seperately,
         // so that when the character stands still we still have a valid forward direction
         // moveDirection is always normalized, and we only update it if there is user input.
         if (targetDirection != Vector3.zero)
         {
             // If we are really slow, just snap to the target direction
             if (moveSpeed < walkSpeed * 0.9 && grounded)
             {
                 moveDirection = targetDirection.normalized;
             }
             // Otherwise smoothly turn towards it
             else
             {
                 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
                 
                 moveDirection = moveDirection.normalized;
             }
         }
         
         // Smooth the speed based on the current target direction
         var curSmooth = speedSmoothing * Time.deltaTime;
         
         // Choose target speed
         //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
         var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
     
         _characterState = CharacterState.Idle;
         
         // Pick speed modifier
         if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
         {
             targetSpeed *= runSpeed;
             _characterState = CharacterState.Running;
         }
         else if (Time.time - trotAfterSeconds > walkTimeStart)
         {
             targetSpeed *= trotSpeed;
             _characterState = CharacterState.Trotting;
         }
         else
         {
             targetSpeed *= walkSpeed;
             _characterState = CharacterState.Walking;
         }
         
         moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
         
         // Reset walk time start when we slow down
         if (moveSpeed < walkSpeed * 0.3)
             walkTimeStart = Time.time;
     }
     // In air controls
     else
     {
         // Lock camera while in air
         if (jumping)
             lockCameraTimer = 0.0;
 
         if (isMoving)
             inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
     }
     
 
         
 }
 
 
 function ApplyJumping ()
 {
     // Prevent jumping too fast after each other
     if (lastJumpTime + jumpRepeatTime > Time.time)
         return;
 
     if (IsGrounded()) {
         // Jump
         // - Only when pressing the button down
         // - With a timeout so you can press the button slightly before landing        
         if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
             verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
             SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 
 function ApplyGravity ()
 {
     if (isControllable)    // don't move player at all if not controllable.
     {
         // Apply gravity
         var jumpButton = Input.GetButton("Jump");
         
         
         // When we reach the apex of the jump we send out a message
         if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
         {
             jumpingReachedApex = true;
             SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
         }
     
         if (IsGrounded ())
             verticalSpeed = 0.0;
         else
             verticalSpeed -= gravity * Time.deltaTime;
     }
 }
 
 function CalculateJumpVerticalSpeed (targetJumpHeight : float)
 {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt(2 * targetJumpHeight * gravity);
 }
 
 function DidJump ()
 {
     jumping = true;
     jumpingReachedApex = false;
     lastJumpTime = Time.time;
     lastJumpStartHeight = transform.position.y;
     lastJumpButtonTime = -10;
     
     _characterState = CharacterState.Jumping;
 }
 
 function Update() {
     
     if (!isControllable)
     {
         // kill all inputs if not controllable.
         Input.ResetInputAxes();
     }
 
     if (Input.GetButtonDown ("Jump"))
     {
         lastJumpButtonTime = Time.time;
     }
 
     UpdateSmoothedMovementDirection();
     
     // Apply gravity
     // - extra power jump modifies gravity
     // - controlledDescent mode modifies gravity
     ApplyGravity ();
 
     // Apply jumping logic
     ApplyJumping ();
     
     // Calculate actual motion
     var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
     movement *= Time.deltaTime;
     
     // Move the controller
     var controller : CharacterController = GetComponent(CharacterController);
     collisionFlags = controller.Move(movement);
     
     // ANIMATION sector
     if(_animation) {
         if(_characterState == CharacterState.Jumping) 
         {
             if(!jumpingReachedApex) {
                 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
                 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                 _animation.CrossFade(jumpPoseAnimation.name);
             } else {
                 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
                 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                 _animation.CrossFade(jumpPoseAnimation.name);                
             }
         } 
         else 
         {
             if(controller.velocity.sqrMagnitude < 0.1) {
                 _animation.CrossFade(idleAnimation.name);
             }
             else 
             {
                 if(_characterState == CharacterState.Running) {
                     _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
                     _animation.CrossFade(runAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Trotting) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Walking) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }
                 
             }
         }
     }
     // ANIMATION sector
     
     // Set rotation to the move direction
     if (IsGrounded())
     {
         
         transform.rotation = Quaternion.LookRotation(moveDirection);
             
     }    
     else
     {
         var xzMove = movement;
         xzMove.y = 0;
         if (xzMove.sqrMagnitude > 0.001)
         {
             transform.rotation = Quaternion.LookRotation(xzMove);
         }
     }    
     
     // We are in jump mode but just became grounded
     if (IsGrounded())
     {
         lastGroundedTime = Time.time;
         inAirVelocity = Vector3.zero;
         if (jumping)
         {
             jumping = false;
             SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 function OnControllerColliderHit (hit : ControllerColliderHit )
 {
 //    Debug.DrawRay(hit.point, hit.normal);
     if (hit.moveDirection.y > 0.01) 
         return;
 }
 
 function GetSpeed () {
     return moveSpeed;
 }
 
 function IsJumping () {
     return jumping;
 }
 
 function IsGrounded () {
     return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
 }
 
 function GetDirection () {
     return moveDirection;
 }
 
 function IsMovingBackwards () {
     return movingBack;
 }
 
 function GetLockCameraTimer () 
 {
     return lockCameraTimer;
 }
 
 function IsMoving ()  : boolean
 {
     return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
 }
 
 function HasJumpReachedApex ()
 {
     return jumpingReachedApex;
 }
 
 function IsGroundedWithTimeout ()
 {
     return lastGroundedTime + groundedTimeout > Time.time;
 }
 
 function Reset ()
 {
     gameObject.tag = "Player";
 }


Can anyone help me to figure this out by showing me which syntax needs to be edited, what is the proper syntax, or any help whatsoever?

Thank you so much in advance for any help that can be provided.

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avatar image getyour411 · Oct 01, 2013 at 03:54 AM 0
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I didn't read all that; add an Input.Axis (Edit / Project Settings / Input) called Strafing set negative to 'e' positive to 'q', add a character state for Strafe and add code to moveDirection for strafing

avatar image johnb2 getyour411 · Oct 01, 2013 at 04:00 AM 0
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I appreciate the comment, but I have no issues adding the Input manager settings. Those are already set up. It's the "add a character state for Strafe and add code to moveDirection for strafing" that I'm having issue with, in particular.

As in: What is the proper syntax for adding this to the above code?

avatar image johnb2 getyour411 · Oct 02, 2013 at 09:09 PM 0
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getyour411 - this totally worked for me. I had a bit of issues with the syntax here and there, but finally got it working.

Can you update your last post as an answer so I can uprank you?

And from the bottom of my huge heart, thank you so very much. Not only does it work but I learned a lot from this. Big ups to you.

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Answer by getyour411 · Oct 02, 2013 at 12:36 AM

Add a new state to your existing enum (~17), say Strafing = 5. Add your animation checks and animation calls. Add something like this

    //Strafing move Q/E movement     
     moveDirection.x -= Input.GetAxis("Strafing"); 

maybe around line 177. Also, you don't want to do this in Update()

   var controller : CharacterController = GetComponent(CharacterController);

move that to Start() and cache the reference to controller so you don't do that every Update()/frame

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Answer by Kenvill101 · Aug 12, 2020 at 02:09 PM

I want to do the same but im using playmaker...

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