Last active
November 6, 2024 13:53
-
-
Save FreyaHolmer/650ecd551562352120445513efa1d952 to your computer and use it in GitHub Desktop.
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~
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 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!
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
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
Awesome controller, thank you so much! ❤️