Skip to content

Instantly share code, notes, and snippets.

@MarcelvanDuijnDev
Last active January 25, 2022 17:13
Show Gist options
  • Save MarcelvanDuijnDev/28b4ce7715e47c96375f1e941378bed7 to your computer and use it in GitHub Desktop.
Save MarcelvanDuijnDev/28b4ce7715e47c96375f1e941378bed7 to your computer and use it in GitHub Desktop.
Unity Simple First Person Movement for Character Controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class Movement_CC_FirstPerson : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private float _NormalSpeed = 5;
[SerializeField] private float _SprintSpeed = 8;
[SerializeField] private float _JumpSpeed = 5;
[SerializeField] private float _Gravity = 20;
[SerializeField] private float _CameraSensitivity = 1;
[Header("Head")]
[SerializeField] private Transform _Head = null;
//Private Variables
private Vector3 _MoveDirection;
private Vector2 _LookRotation;
private CharacterController _CC;
private bool _LockRotation;
private float _Speed;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
_CC = GetComponent<CharacterController>();
if (_Head == null)
_Head = transform.GetChild(0).transform;
}
void Update()
{
//Look around
if (!_LockRotation)
{
_LookRotation.x += Input.GetAxis("Mouse X") * _CameraSensitivity;
_LookRotation.y += Input.GetAxis("Mouse Y") * _CameraSensitivity;
_LookRotation.y = Mathf.Clamp(_LookRotation.y, -90, 90);
transform.localRotation = Quaternion.AngleAxis(_LookRotation.x, Vector3.up);
_Head.transform.localRotation = Quaternion.AngleAxis(_LookRotation.y, Vector3.left);
}
//Movement
if (_CC.isGrounded)
{
_MoveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
_MoveDirection = transform.TransformDirection(_MoveDirection);
_MoveDirection *= _Speed;
if (Input.GetButton("Jump"))
_MoveDirection.y = _JumpSpeed;
}
//Sprint
if (Input.GetKey(KeyCode.LeftShift))
_Speed = _SprintSpeed;
else
_Speed = _NormalSpeed;
//Apply Movement
_MoveDirection.y -= _Gravity * Time.deltaTime;
_CC.Move(_MoveDirection * Time.deltaTime);
}
public void LockRotation(bool state)
{
_LockRotation = state;
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment