Created
April 1, 2017 13:36
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Unity3D FPS Controller
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FpsController : MonoBehaviour { | |
public float mouseSensitivityX = 1.0f; | |
public float mouseSensitivityY = 1.0f; | |
public float walkSpeed = 10.0f; | |
Vector3 moveAmount; | |
Vector3 smoothMoveVelocity; | |
Transform cameraT; | |
float verticalLookRotation; | |
Rigidbody rigidbodyR; | |
float jumpForce = 250.0f; | |
bool grounded; | |
public LayerMask groundedMask; | |
bool cursorVisible; | |
// Use this for initialization | |
void Start () { | |
cameraT = Camera.main.transform; | |
rigidbodyR = GetComponent<Rigidbody> (); | |
LockMouse (); | |
} | |
// Update is called once per frame | |
void Update () { | |
// rotation | |
transform.Rotate (Vector3.up * Input.GetAxis ("Mouse X") * mouseSensitivityX); | |
verticalLookRotation += Input.GetAxis ("Mouse Y") * mouseSensitivityY; | |
verticalLookRotation = Mathf.Clamp (verticalLookRotation, -60, 60); | |
cameraT.localEulerAngles = Vector3.left * verticalLookRotation; | |
// movement | |
Vector3 moveDir = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")).normalized; | |
Vector3 targetMoveAmount = moveDir * walkSpeed; | |
moveAmount = Vector3.SmoothDamp (moveAmount, targetMoveAmount, ref smoothMoveVelocity, .15f); | |
// jump | |
if (Input.GetButtonDown ("Jump")) { | |
if (grounded) { | |
rigidbodyR.AddForce (transform.up * jumpForce); | |
} | |
} | |
Ray ray = new Ray (transform.position, -transform.up); | |
RaycastHit hit; | |
if (Physics.Raycast(ray, out hit, 1 + .1f, groundedMask)) { | |
grounded = true; | |
} | |
else { | |
grounded = false; | |
} | |
/* Lock/unlock mouse on click */ | |
if (Input.GetMouseButtonUp (0)) { | |
if (!cursorVisible) { | |
UnlockMouse (); | |
} else { | |
LockMouse (); | |
} | |
} | |
} | |
void FixedUpdate() { | |
rigidbodyR.MovePosition (rigidbodyR.position + transform.TransformDirection (moveAmount) * Time.fixedDeltaTime); | |
} | |
void UnlockMouse() { | |
Cursor.lockState = CursorLockMode.None; | |
Cursor.visible = true; | |
cursorVisible = true; | |
} | |
void LockMouse() { | |
Cursor.lockState = CursorLockMode.Locked; | |
Cursor.visible = false; | |
cursorVisible = false; | |
} | |
} |
nice fps code you have here...
OUR CODE
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