Created
July 6, 2021 04:13
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Simple FPS Character Controller for Unity
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using UnityEngine; | |
public sealed class SimpleCharacterController : MonoBehaviour | |
{ | |
[SerializeField] private float speed; | |
[SerializeField] private float jumpSpeed; | |
private Vector3 _velocity; | |
[SerializeField] private CharacterController characterController; | |
[SerializeField] private float xSensitivity; | |
[SerializeField] private float ySensitivity; | |
[SerializeField] private float xMin; | |
[SerializeField] private float xMax; | |
[SerializeField] private Transform fpsCamera; | |
private Vector3 _fpsCameraEulerAngles; | |
private bool _isFrozen; | |
private void Update() | |
{ | |
if (Input.GetKeyDown(KeyCode.Escape)) | |
{ | |
_isFrozen = !_isFrozen; | |
Cursor.visible = _isFrozen; | |
Cursor.lockState = _isFrozen ? CursorLockMode.None : CursorLockMode.Locked; | |
} | |
Move(); | |
LookAround(); | |
} | |
private void Move() | |
{ | |
var x = Input.GetAxis("Horizontal"); | |
var z = Input.GetAxis("Vertical"); | |
var desiredVelocity = ((transform.right * x) + (transform.forward * z)) * (_isFrozen ? 0.0f : speed); | |
desiredVelocity = Vector3.ClampMagnitude(desiredVelocity, speed); | |
_velocity.x = desiredVelocity.x; | |
_velocity.z = desiredVelocity.z; | |
if (characterController.isGrounded) | |
{ | |
_velocity.y = 0.0f; | |
if (!_isFrozen && Input.GetKey(KeyCode.Space)) | |
{ | |
_velocity.y = jumpSpeed; | |
} | |
} | |
else | |
{ | |
_velocity.y += Physics.gravity.y * Time.deltaTime; | |
} | |
characterController.Move(_velocity * Time.deltaTime); | |
} | |
private void LookAround() | |
{ | |
var multiplier = _isFrozen ? 0.0f : 1.0f; | |
var x = Input.GetAxis("Mouse X") * multiplier; | |
var y = Input.GetAxis("Mouse Y") * multiplier; | |
_fpsCameraEulerAngles.x = Mathf.Clamp(_fpsCameraEulerAngles.x - y * ySensitivity, xMin, xMax); | |
transform.Rotate(0.0f, x * xSensitivity, 0.0f); | |
fpsCamera.localEulerAngles = _fpsCameraEulerAngles; | |
} | |
} |
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