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how to make player fly
i am making a character that i want to fly when you double click space and keep flying until you make contact with ground. can it be implemented in this script? using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class SC_CharacterController : MonoBehaviour
{
public float speed = 7.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 45.0f;
CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
Vector2 rotation = Vector2.zero;
[HideInInspector]
public bool canMove = true;
void Start()
{
characterController = GetComponent<CharacterController>();
rotation.y = transform.eulerAngles.y;
}
void Update()
{
if (characterController.isGrounded)
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
if (Input.GetButton("Jump") && canMove)
{
moveDirection.y = jumpSpeed;
}
}
// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
// Player and Camera rotation
if (canMove)
{
rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotation.x, 0, 0);
transform.eulerAngles = new Vector2(0, rotation.y);
}
}
}
Answer by CmdrZin · Dec 08, 2020 at 07:05 PM
Check out https://www.youtube.com/watch?v=3IdOCxHGMIo
Flappy Bird - Lecture 1 - CS50's Introduction to Game Development 2018
for an example.
But basically, use Physics and Colliders.
Apply AddForce(up value, ForceType.Impuse) to your RidgidBody when you double click.
Use a OnCollisionEnter() or OnTriggerEnter() to detect when you hit the ground.
Answer by Llama_w_2Ls · Dec 08, 2020 at 07:14 PM
You can do a check if space is pressed twice in a short period of time and then change this line: moveDirection.y -= gravity * Time.deltaTime;
which is your gravity.
You can change it to:
if (!Flying)
moveDirection.y -= gravity * Time.deltaTime;
else
{
if (Input.GetKey("Fly")) // if space is held
{
moveDirection.y += FlyHeight * Time.deltaTime;
}
else if (Input.GetKey("Descend")) // if descend button is held
{
moveDirection.y -= FlyHeight * Time.deltaTime;
}
}
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