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Question by JP313 · Apr 22 at 01:56 PM · movementfps controllersprinting

How to make sprinting

using UnityEngine;

public class Player_Movement : MonoBehaviour { public CharacterController controller;

 public float speed = 12f;
 public float sprit = 24f;
 public float gravity = -9.81f;
 public float jumpHeight = 3f;

 public int maxJumpCount = 2;
 public int jumpsRemaining = 0;

 public Transform groundCheck;
 public float groundDistance = 0.4f;
 public LayerMask groundMask;

 Vector3 velocity;
 bool isGrounded;

 // Update is called once per frame
 void Update()
 {

     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
     
     if(isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
         jumpsRemaining = maxJumpCount;
     }
     
     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");

     Vector3 move = transform.right * x + transform.forward * z;

     controller.Move(move * speed * Time.deltaTime);

     if(Input.GetKeyDown(KeyCode.RightControl))
     {
         controller.Move(move *sprit * Time.deltaTime);
     }

     if((Input.GetButtonDown("Jump")) && (jumpsRemaining > 0))
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
         jumpsRemaining -= 1;
     }

     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);

 }

}

This is a fps movement script the sprinting will not work

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Answer by Caeser_21 · Apr 22 at 02:17 PM

1.Make sure you are pressing the right button... You can do this by adding a Debug statement in the script like :

 if(Input.GetKeyDown(KeyCode.RightControl))
 { 
     Debug.Log("Button has been pressed")
     controller.Move(move *sprit * Time.deltaTime); 
 }

Or maybe try just changing the speed variable in the script like :

 if(Input.GetKeyDown(KeyCode.RightControl)) 
 {
     speed = sprit; 
 }
 else if(Input.GetKeyUp(KeyCode.RightControl))
 {
     speed = 12f;
 }

Code Not Tested

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