First Person Game
- Keshav Batra
- Feb 11, 2021
- 1 min read
Updated: Mar 2, 2021
At first I had trouble getting the jumping function to work and the movement to work, but then I realized that my ground was in the wrong place and that my jump code was in the wrong area. I also downloaded an environment because it was easier than making one. I hope that by the end of this project I can turn this into a first person shooter set in space.
Camera Movement: void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X")* mouseSensitivity*Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y")*mouseSensitivity*Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
Player Movement and Jump: public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y<0)
{
velocity.y = -2f;
}
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.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
controller.Move(move * speed* Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
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