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Question by timdouglas90 · Jun 03, 2014 at 08:40 PM · movementgamecontroller

Is there a better way of doing this?

So I have the flying sorted, I wanted a speed up and slow down on W and S but this is what I could come up with...I'm a complete newb!

 using System.Collections;
 
 public class DragonPilot : MonoBehaviour {
     public float speed = 90.0f;
     public float boost = 200.0f;
 
 
 
     // Use this for initialization
     void Start () {
         Debug.Log ("dragonpilot script added to: " + gameObject.name);
         Screen.lockCursor = true;
 
     }
     
     // Update is called once per frame
     void Update () {
 
         transform.position += transform.forward * Time.deltaTime * speed;///Set speed///
 
         if (Input.GetKeyDown ("w")){
             speed += boost;
         }
 
         if (Input.GetKeyUp ("w")){
             speed -= boost;
         }
 
         if (Input.GetKeyDown ("s")){
             speed -= boost;
         }
         
         if (Input.GetKeyUp ("s")){
             speed += boost;
         }
 
 
 
 
         
 
 
         if (speed > 180.0f) {
             speed = 180.0f;    //max speed
         }
 
 
         speed -= transform.forward.y * Time.deltaTime * 50.0f;
 
         if (speed < 35.0f) {
             speed = 35.0f;
         }
 
     
 
         transform.Rotate( Input.GetAxis ("Mouse Y" ) * 2.0f, Input.GetAxis ("Horizontal")  * 0.5f , -Input.GetAxis ("Mouse X") * 2.0f );  ///Flight controls: Mouse pitch, KB Yaw, Mouse roll///
 
         float terrainHeightWhereWeAre = Terrain.activeTerrain.SampleHeight( transform.position );  ///Samples terrain height relative to position
 
         if (terrainHeightWhereWeAre > transform.position.y) {                    ////Detect ground collision////
              transform.position = new Vector3(transform.position.x,
                                              terrainHeightWhereWeAre,
                                              transform.position.z);
         }
     }
 }

I'd appreciate some feedback :)

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avatar image rutter · Jun 03, 2014 at 09:02 PM 0
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Looks fine to me. Are you having any problems with it?

avatar image Kiwasi · Jun 03, 2014 at 09:34 PM 1
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Perhaps use mathf.clamp ins$$anonymous$$d of the if on lines 43 and 50.

Otherwise should work

avatar image timdouglas90 · Jun 07, 2014 at 10:56 AM 0
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No problems, however I need to add some sort of torque to the pitch and roll dependant on speed and don't want to use Rigidbody...if you know of a way?

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Answer by nesis · Jun 03, 2014 at 10:10 PM

If you want collisions to work (ie for this object to knock rigidbodies around), you should attach a Rigidbody to your GameObject, tick it's isKinematic property, then in your script use Rigidbody.MovePosition(myNewPosition) to change its position inside a function called FixedUpdate(). Input should still be collected inside Update(), then stored in member variables to get it into FixedUpdate().

If you instead want this GameObject to be slowed down by collisions with other objects, add a Rigidbody to your GameObject, don't tick it's isKinematic property, then in your script set rigidbody.velocity to move it.

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