![]() ![]() Please leave any questions or feedback in the comments below, and don't forget to subscribe to get notified when we publish our next post. That covers everything for this tutorial. Now we can repeatedly jump consistently and we're much less likely to accidentally press too early.Īlso, we're much more likely to succeed when trying to jump off a platform. If ( Time.time - jumpButtonPressedTime <= jumpButtonGracePeriod)īack in Unity, we'll select our character in the hierarchy and set the grace period to 0.2 seconds. Click the plus sign on the Movement Action and select Add UpDownLeftRight composite. Set the Action Type to Value and the Control Type to Vector2. If ( Time.time - lastGroundedTime <= jumpButtonGracePeriod) Click Edit Asset button in the Inspector window. This will be the amount of seconds' leeway we'll give our player. We'll start by adding a public field to hold the grace period. This way, if the player presses the button slightly too early or slightly too late, it will still count and make the character jump. So instead of checking if the player is on the ground this frame, we'll check if they were on the ground recently, and instead of checking if the jump button has been pressed this frame, we'll check if it has been pressed recently. With that said, there's some nice tutorials teaching how to make a custom character controller, which lets you tweak a bunch of things (They're not super easy to understand if you're a begginner, though) Catlikecoding tutorial on 3D movement. We're going to make this a bit more forgiving by adding a grace period. Then we check if the jump button is pressed before setting the speed of the jump. Transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * ltaTime) Īt the moment, we're checking if the character is on the ground. Quaternion toRotation = Quaternion.LookRotation(movementDirection, Vector3.up) Vector3 velocity = movementDirection * magnitude ĬharacterController.Move(velocity * ltaTime) YSpeed += * ltaTime ĬharacterController.stepOffset = originalStepOffset Vector3 movementDirection = new Vector3(horizontalInput, 0, verticalInput) įloat magnitude = Mathf.Clamp01(movementDirection.magnitude) * speed Drag the Main Camera as a child of the Player gameobject. Change the Center variable on the CharacterController component to X 0, Y 1, Z 0. This will also add the CharacterController component. ![]() Update is called once per frame void Update()įloat horizontalInput = Input.GetAxis( "Horizontal") įloat verticalInput = Input.GetAxis( "Vertical") Click on the Player gameobject and confirm the Layer is assigned as Player. If the player jumps, the script updates the vertical movement direction and triggers the corresponding jump animation in. OriginalStepOffset = characterController.stepOffset 1.3 Jumping The script checks for the spacebar key press to trigger a jump. Start is called before the first frame update void Start() ![]() Private CharacterController characterController Public class PlayerMovement : MonoBehaviour ![]()
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