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Question by lilchino890 · Feb 26, 2016 at 09:02 PM · movementphysicsdirectionnavigation1st person

How do I make it so that my First Person Controller script allows for movement in all directions?

What I basically want to do is create a game in which I can navigate on all of the axis. I essentially want to be able to float around the map, while being able to change direction, height, speed, and other things of that nature. I am using a base script right now. This is what I have so far:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [RequireComponent(typeof (Rigidbody))]
     [RequireComponent(typeof (CapsuleCollider))]
     public class RigidbodyFirstPersonController : MonoBehaviour
     {
         [Serializable]
         public class MovementSettings
         {
             public float ForwardSpeed = 8.0f;   // Speed when walking forward
             public float BackwardSpeed = 4.0f;  // Speed when walking backwards
             public float StrafeSpeed = 4.0f;    // Speed when walking sideways
             public float RunMultiplier = 2.0f;   // Speed when sprinting
             public KeyCode RunKey = KeyCode.LeftShift;
             public float JumpForce = 30f;
             public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
             [HideInInspector] public float CurrentTargetSpeed = 8f;
 
 #if !MOBILE_INPUT
             private bool m_Running;
 #endif
 
             public void UpdateDesiredTargetSpeed(Vector2 input)
             {
                 if (input == Vector2.zero) return;
                 if (input.x > 0 || input.x < 0)
                 {
                     //strafe
                     CurrentTargetSpeed = StrafeSpeed;
                 }
                 if (input.y < 0)
                 {
                     //backwards
                     CurrentTargetSpeed = BackwardSpeed;
                 }
                 if (input.y > 0)
                 {
                     //forwards
                     //handled last as if strafing and moving forward at the same time forwards speed should take precedence
                     CurrentTargetSpeed = ForwardSpeed;
                 }
 #if !MOBILE_INPUT
                 if (Input.GetKey(RunKey))
                 {
                     CurrentTargetSpeed *= RunMultiplier;
                     m_Running = true;
                 }
                 else
                 {
                     m_Running = false;
                 }
 #endif
             }
 
 #if !MOBILE_INPUT
             public bool Running
             {
                 get { return m_Running; }
             }
 #endif
         }
 
 
         [Serializable]
         public class AdvancedSettings
         {
             public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
             public float stickToGroundHelperDistance = 0.5f; // stops the character
             public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
             public bool airControl; // can the user control the direction that is being moved in the air
         }
 
 
         public Camera cam;
         public MovementSettings movementSettings = new MovementSettings();
         public MouseLook mouseLook = new MouseLook();
         public AdvancedSettings advancedSettings = new AdvancedSettings();
 
 
         private Rigidbody m_RigidBody;
         private CapsuleCollider m_Capsule;
         private float m_YRotation;
         private Vector3 m_GroundContactNormal;
         private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
 
 
         public Vector3 Velocity
         {
             get { return m_RigidBody.velocity; }
         }
 
         public bool Grounded
         {
             get { return m_IsGrounded; }
         }
 
         public bool Jumping
         {
             get { return m_Jumping; }
         }
 
         public bool Running
         {
             get
             {
  #if !MOBILE_INPUT
                 return movementSettings.Running;
 #else
                 return false;
 #endif
             }
         }
 
 
         private void Start()
         {
             m_RigidBody = GetComponent<Rigidbody>();
             m_Capsule = GetComponent<CapsuleCollider>();
             mouseLook.Init (transform, cam.transform);
         }
 
 
         private void Update()
         {
             RotateView();
 
             if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
             {
                 m_Jump = true;
             }
         }
 
 
         private void FixedUpdate()
         {
             GroundCheck();
             Vector2 input = GetInput();
 
             if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
             {
                 // always move along the camera forward as it is the direction that it being aimed at
                 Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
                 desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
 
                 desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
                 desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
                 desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
                 if (m_RigidBody.velocity.sqrMagnitude <
                     (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
                 {
                     m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
                 }
             }
 
             if (m_IsGrounded)
             {
                 m_RigidBody.drag = 5f;
 
                 if (m_Jump)
                 {
                     m_RigidBody.drag = 0f;
                     m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                     m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                     m_Jumping = true;
                 }
 
                 if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
                 {
                     m_RigidBody.Sleep();
                 }
             }
             else
             {
                 m_RigidBody.drag = 0f;
                 if (m_PreviouslyGrounded && !m_Jumping)
                 {
                     StickToGroundHelper();
                 }
             }
             m_Jump = false;
         }
 
 
         private float SlopeMultiplier()
         {
             float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
             return movementSettings.SlopeCurveModifier.Evaluate(angle);
         }
 
 
         private void StickToGroundHelper()
         {
             RaycastHit hitInfo;
             if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
                                    ((m_Capsule.height/2f) - m_Capsule.radius) +
                                    advancedSettings.stickToGroundHelperDistance))
             {
                 if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
                 {
                     m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
                 }
             }
         }
 
 
         private Vector2 GetInput()
         {
             
             Vector2 input = new Vector2
                 {
                     x = CrossPlatformInputManager.GetAxis("Horizontal"),
                     y = CrossPlatformInputManager.GetAxis("Vertical")
                 };
             movementSettings.UpdateDesiredTargetSpeed(input);
             return input;
         }
 
 
         private void RotateView()
         {
             //avoids the mouse looking if the game is effectively paused
             if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
 
             // get the rotation before it's changed
             float oldYRotation = transform.eulerAngles.y;
 
             mouseLook.LookRotation (transform, cam.transform);
 
             if (m_IsGrounded || advancedSettings.airControl)
             {
                 // Rotate the rigidbody velocity to match the new direction that the character is looking
                 Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
                 m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
             }
         }
 
 
         /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
         private void GroundCheck()
         {
             m_PreviouslyGrounded = m_IsGrounded;
             RaycastHit hitInfo;
             if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
                                    ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance))
             {
                 m_IsGrounded = true;
                 m_GroundContactNormal = hitInfo.normal;
             }
             else
             {
                 m_IsGrounded = false;
                 m_GroundContactNormal = Vector3.up;
             }
             if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
             {
                 m_Jumping = false;
             }
         }
     }
 }

Can someone please help me??

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Answer by stjernerlever · Apr 03, 2020 at 04:34 PM

Did you ever find a solution?

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