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Question by DanySP · Feb 27, 2018 at 05:56 PM · c#charactercontrollerbest practice

Help with this controls code, Can i get some help with this character controller

Im making this character control code but i made from parts of other codes, is there a more effective way of doing it?

 using UnityEngine;
 using System.Collections;
 
 public class Ch1 : MonoBehaviour {
     public Vector2 JumpF;
     public float MaxSpeed;
     private bool MoveL;
     private bool MoveR;
     private bool jump;
     private bool IsGrounded = false; 
     public KeyCode Left;
     public KeyCode Right;
     public KeyCode Jump;
     public Rigidbody2D Rb;
     void Start (){
         Rb = GetComponent<Rigidbody2D>();
     }
     void FixedUpdate () {
 
         if (MoveR == true) {
         Rb.AddForce (new Vector2 (10000 * Time.deltaTime, 0));
         } else if (MoveL == true) {
         Rb.AddForce (new Vector2 (-10000 * Time.deltaTime, 0));
         }
         
         if ( (IsGrounded == true) && (jump == true)) {
             Rb.MovePosition(Rb.position + JumpF *Time.fixedDeltaTime);
             //Rb.AddForce (new Vector2 (0, 1000));
         }
         if ( Rb.velocity.x > MaxSpeed ){
             Rb.velocity = new Vector2 (MaxSpeed, Rb.velocity.y);
         }
         if ( Rb.velocity.x < -MaxSpeed){
             Rb.velocity = new Vector2 (-MaxSpeed, Rb.velocity.y);
         }
     }
     void Update () {
 
 
         if (Input.GetKey (Right)) {
             MoveR = true;
         } else if (Input.GetKey (Left)) {
             MoveL = true;
         }else {
             MoveR=false;
             MoveL=false;}
         
         if (Input.GetKeyDown (Jump)) {
             jump=true;
         }else {
             jump=false;}
     }
 
     void OnCollisionEnter2D (Collision2D Col){
         if (Col.gameObject.name == "floor"){
             IsGrounded = true;
         }
     }
     void OnCollisionExit2D (Collision2D Col){
         if (Col.gameObject.name == "floor"){
             IsGrounded = false;
         }
     }
 }
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Answer by Cuttlas-U · Mar 01, 2018 at 09:06 AM

hey; u did it all good i cant see any problems ; and dont be so sensitive u dont need to be 100 optimized;

the only problem in your script is u can use CompareTag

for fast results ;

like this :

      void OnCollisionEnter2D (Collision2D Col){
          if (Col.gameObject.CompareTag("floor")){ // means true and the tag is floor
              IsGrounded = true;
          }
      }

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Answer by vinilly · Apr 25, 2018 at 06:43 AM

I hope this helps I tried to clean it up some...

Usually I wont separate the inputs from the controllers. But this is sort of easier on the eyes but confusing someone who may be new to C#.

 using UnityEngine;
 using System.Collections;
  
  public class Ch1 : MonoBehaviour
 {
      //Logic
      public float MaxSpeed;
      private bool MoveL;
      private bool MoveR;
      private bool jump;
      private bool IsGrounded = false;
 
     //Variables
     public Vector2 JumpF;
     public Rigidbody2D Rb;
 
     //Initiallize
      void Start ()
      {
         //Access Rigidbody2D Component
         Rb = GetComponent<Rigidbody2D>();
      }
     //Between Update and LateUpdate frame.
      void FixedUpdate ()
      {
         PlayerMovement();
      }
 
     void PlayerMovement()
     {
         //Moving Player Inputs
         if (MoveR == true)
         {
             Rb.AddForce(new Vector2(10000 * Time.deltaTime, 0));
             transform.localScale = new Vector3(1f, 1f, 1f); //Make the GameObject face right
         }
         if (MoveL == true)
         {
             Rb.AddForce(new Vector2(-10000 * Time.deltaTime, 0));
            transform.localScale = new Vector3(-1f, 1f, 1f); //Make the GameObject face left
         }
 
         //Jumping Player Inputs
         if (jump == true)
         {
             Rb.MovePosition(Rb.position + JumpF * Time.fixedDeltaTime);
             //Rb.AddForce (new Vector2 (0, 1000));
         }
         if (Rb.velocity.x > MaxSpeed)
         {
             Rb.velocity = new Vector2(MaxSpeed, Rb.velocity.y);
         }
         if (Rb.velocity.x < -MaxSpeed)
         {
             Rb.velocity = new Vector2(-MaxSpeed, Rb.velocity.y);
         }
     }
 
     //Update at the start of per frame
       void Update ()
 {
     PlayerInputControl();
 }
 
 void PlayerInputControl()
 {
     if (Input.GetKey(KeyCode.D))
     {
         MoveR = true;
         MoveL = false;
     }

     if (Input.GetKey(KeyCode.A))
     {
         MoveL = true;
         MoveR = false;
     }
     else
     {
         MoveR = false;
         MoveL = false;
     }

     if (Input.GetButtonDown("Jump") && IsGrounded)
     {
         jump = true;
     }
     else
     {
         jump = false;
     }
 }
  
     //Collision On Enter
      void OnCollisionEnter2D (Collision2D Col)
     {
         if (Col.gameObject.name == "floor")
         {
             IsGrounded = true;
         }
      }
 
     //Collision On exit
      void OnCollisionExit2D (Collision2D Col)
     {
          if (Col.gameObject.name == "floor")
         {
              IsGrounded = false;
         }
      }
 }











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