Description
A more complex move function taking absolute movement deltas.
Attempts to move the controller by motion, the motion will only be constrained by collisions.
It will slide along colliders.
CollisionFlags is the summary of collisions that occurred during the Move.
This function does not apply any gravity.
var speed :
float = 6.0;
var jumpSpeed :
float = 8.0;
var gravity :
float = 20.0;
private var moveDirection :
Vector3 =
Vector3.zero;
function Update() {
var controller : CharacterController = GetComponent(CharacterController);
if (controller.isGrounded) {
moveDirection =
Vector3(
Input.GetAxis(
"Horizontal"), 0,
Input.GetAxis(
"Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (
Input.GetButton (
"Jump")) {
moveDirection.y = jumpSpeed;
}
}
moveDirection.y -= gravity *
Time.deltaTime;
controller.Move(moveDirection *
Time.deltaTime);
}
using UnityEngine;
using System.Collections;
public class example :
MonoBehaviour {
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection =
Vector3.zero;
void Update() {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection =
new Vector3(
Input.GetAxis(
"Horizontal"), 0,
Input.GetAxis(
"Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (
Input.GetButton(
"Jump"))
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity *
Time.deltaTime;
controller.Move(moveDirection *
Time.deltaTime);
}
}
import UnityEngine
import System.Collections
class example(
MonoBehaviour):
public speed as single = 6.0F
public jumpSpeed as single = 8.0F
public gravity as single = 20.0F
private moveDirection as
Vector3 =
Vector3.zero def
Update():
controller as CharacterController = GetComponent[of CharacterController]()
if controller.isGrounded:
moveDirection =
Vector3(
Input.GetAxis('Horizontal'), 0,
Input.GetAxis('Vertical'))
moveDirection = transform.TransformDirection(moveDirection)
moveDirection *= speed
if Input.GetButton('Jump'):
moveDirection.y = jumpSpeed
moveDirection.y -= (gravity *
Time.deltaTime)
controller.Move((moveDirection *
Time.deltaTime))