Starting from where I left off in the Wheels project, I have researched how to create a First Person Controller with code and also using a character controller.
First Person Controller Code
(From Tutorial)
Controller Body Script
Using System.collections;
Using System.collections.Generic;
Using UnityEngine;
Public class PlayerMovementController:MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private float jumpForce;
[SerializeField] private float raycastDistance;
private Rigidbody rb;
private void start()
{
rb = GetComponent<Rigidbody>();
}
private void Update ()
{
Jump();
}
private void FixedUpdate()
}
Move()
}
private void Move()
{
float hAxis = Input.GetAxisRaw(“Horizontal”);
float hAxis = Input.GetAxisRaw(“Vertical”);
Vector3 movement = new Vector3 (hAxis,0,vAxis) * speed;
Vector3 newPosition = rb.position + rb.transform.TransformDirection(movement);
rb.MovePosition (newPosition);
}
private void Jump()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (Isgrounded()
{
rb.AddForce(0,JumpForce,0,ForceMode.Impulse);
}
}
private bool IsGrounded()
{
Debug.DrawRay(transform.position,Vector3.down * raycastDistance, Color.blue);
return(Physics.Raycast(transform.position,Vector3.down.raycastDistance)
}
Player Camera Controller Script
Using System.collections;
Using System.collections.Generic;
Using UnityEngine;
public class PlayerCameraController:MonoBehaviour
{
[SerializeField] private float lookSensitivity;
[SerializeField] private float Smoothing;
private GameObject player;
private Vector2 smoothedVelocity;
private Vector2 currentLookingPos;
void Start ()
}
player = transform.parent.gameObject;
Cursor.LockState = CursorLockMode.Locked;
Cursor.visible = false;
private Void Update()
{
RotateCamera();
CheckForShooting();
}
private void RotateCamera()
{
Vector2 inputValues = new Vector2(Input.GetAxisRaw(“Mouse x”), (this is all on one line) Input.GetAxisRaw(“Mouse Y”));
inputValues = Vector2.scale(inputValues,new Vector2 (lookSensitivity * smoothing,lookSensitivity * smoothing ));
smoothedVelocity.x = maths.Lerp (smoothedVelocity.y,inputValues.y, 1f / smoothing);
currentLookingPos += smoothedVelocity;
transform.localRotation = Quatenum.AngleAxis(-currentLookingPos.Vector3.right);
player.transform.localRotation = Quaternion.AngleAxis (currentLookingPos.x, player.transform.up);
}
private CheckForShooting()
}
if (Input.GetMouseButtonDown (0))
{
RaycastHit whatIHit;
if (Physics.Raycast(transform.position,transform.forward,out whatIHit, Mathf.Infinity))
{
Debug.Log (whatIHit.collider.name);
}
}
}
}