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Slippery fps controlls
I tried asking in the forums but I got no help there, I've searched around for some time and can't find an anwser anywere. Basicly I'm annoyed with the fps controller on unity because it takes a little while to go to full speed and it takes a little while to completley stop. I want to have tight controlls meaning that I want to instantly go to full speed and instantly stop. Please help!
Answer by aldonaletto · Jul 27, 2012 at 01:09 PM
The problem is the Input.GetAxis builtin filtering: it makes the axis output smooth, sabotaging the effects of the increased maxGroundAcceleration. You must set maxGroundAcceleration to a high value (as you already did) and edit the script FPSInputController.js (in Standard Assets/Character Controllers/Sources/Scripts): find the two Input.GetAxis occurrences and replace them with Input.GetAxisRaw - the unfiltered GetAxis version.
NOTE: The movement will be ok for keys and buttons, but may become jerky when analog joysticks are used.
Answer by DESTRUKTORR · Jul 25, 2012 at 04:14 PM
There should be an option for that in the CharacterMotor script, in the inspector (the variable -should- be public).
I've tried countless times changing the maxGroundAcceleration to really high, really low nothing makes a diffirence
try changing your friction material on your colliders, I've never used unites character motor before so i don't know how it works to give a better answer
How would I change the friction material on my colliders?