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November 6, 2024 13:53
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A camera controller for easily flying around a scene in Unity smoothly. WASD for lateral movement, Space & Ctrl for vertical movement, Shift to move faster. Add this script to an existing camera, or an empty game object, hit play, and you're ready to go~
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using UnityEngine; | |
[RequireComponent( typeof(Camera) )] | |
public class FlyCamera : MonoBehaviour { | |
public float acceleration = 50; // how fast you accelerate | |
public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
public float lookSensitivity = 1; // mouse look sensitivity | |
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable | |
Vector3 velocity; // current velocity | |
static bool Focused { | |
get => Cursor.lockState == CursorLockMode.Locked; | |
set { | |
Cursor.lockState = value ? CursorLockMode.Locked : CursorLockMode.None; | |
Cursor.visible = value == false; | |
} | |
} | |
void OnEnable() { | |
if( focusOnEnable ) Focused = true; | |
} | |
void OnDisable() => Focused = false; | |
void Update() { | |
// Input | |
if( Focused ) | |
UpdateInput(); | |
else if( Input.GetMouseButtonDown( 0 ) ) | |
Focused = true; | |
// Physics | |
velocity = Vector3.Lerp( velocity, Vector3.zero, dampingCoefficient * Time.deltaTime ); | |
transform.position += velocity * Time.deltaTime; | |
} | |
void UpdateInput() { | |
// Position | |
velocity += GetAccelerationVector() * Time.deltaTime; | |
// Rotation | |
Vector2 mouseDelta = lookSensitivity * new Vector2( Input.GetAxis( "Mouse X" ), -Input.GetAxis( "Mouse Y" ) ); | |
Quaternion rotation = transform.rotation; | |
Quaternion horiz = Quaternion.AngleAxis( mouseDelta.x, Vector3.up ); | |
Quaternion vert = Quaternion.AngleAxis( mouseDelta.y, Vector3.right ); | |
transform.rotation = horiz * rotation * vert; | |
// Leave cursor lock | |
if( Input.GetKeyDown( KeyCode.Escape ) ) | |
Focused = false; | |
} | |
Vector3 GetAccelerationVector() { | |
Vector3 moveInput = default; | |
void AddMovement( KeyCode key, Vector3 dir ) { | |
if( Input.GetKey( key ) ) | |
moveInput += dir; | |
} | |
AddMovement( KeyCode.W, Vector3.forward ); | |
AddMovement( KeyCode.S, Vector3.back ); | |
AddMovement( KeyCode.D, Vector3.right ); | |
AddMovement( KeyCode.A, Vector3.left ); | |
AddMovement( KeyCode.Space, Vector3.up ); | |
AddMovement( KeyCode.LeftControl, Vector3.down ); | |
Vector3 direction = transform.TransformVector( moveInput.normalized ); | |
if( Input.GetKey( KeyCode.LeftShift ) ) | |
return direction * ( acceleration * accSprintMultiplier ); // "sprinting" | |
return direction * acceleration; // "walking" | |
} | |
} |
Thank you.It is great
For "Minecraft-like" up and down (global up-down), wrap the vectors on lines 67-68 in transform.InverseTransformDirection
. I don't know why, but I'm really used to those controls :)
So that would be
AddMovement( KeyCode.Space, transform.InverseTransformDirection(Vector3.up) );
AddMovement( KeyCode.LeftControl, transform.InverseTransformDirection(Vector3.down) );
Awesome controller, thank you so much! ❤️
thank you.It work great.
@VojtaStruhar You don't need to invoke InverseTransformDirection, transform.up is the vector you need.
AddMovement( KeyCode.Space, transform.up );
Nice script. Just what I needed for viewing my math visualization :)
Awesome to test scenes, works perfectly. Thank you so much!
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Thanks, this helped me figure out my flight controller without tilting the z axis (the trick is that rotate of the x axis has to be on space.world, but on y axis on the space.self) !