PhysicsFPSWalker

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}
 
}
  
// This part detects wether or not the object is grounded and stores it in a variable
+
// This part detects whether or not the object is grounded and stores it in a variable
 
function OnTriggerEnter ()
 
function OnTriggerEnter ()
 
{
 
{
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}
 
}
  
//these are called every physics frame
+
// This is called every physics frame
 
function FixedUpdate ()
 
function FixedUpdate ()
 
{
 
{
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vertical *= force;
 
vertical *= force;
  
// If the object is grounded & isn't moving at the max speed or higher apply force to move it.
+
// If the object is grounded and isn't moving at the max speed or higher apply force to move it
 
if(rigidbody.velocity.magnitude < maxSpeed && grounded == true)
 
if(rigidbody.velocity.magnitude < maxSpeed && grounded == true)
 
{
 
{
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}
 
}
  
// This part is for jumping. I only let jump force be applied every 10 physics frames so the player can't
+
// This part is for jumping. I only let jump force be applied every 10 physics frames so
// somehow get a huge velocity due to multiple jumps in a very short time
+
// the player can't somehow get a huge velocity due to multiple jumps in a very short time
 
if(jumpLimit < 10) jumpLimit ++;
 
if(jumpLimit < 10) jumpLimit ++;
  
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}
 
}
 
  }  
 
  }  
 
 
</javascript>
 
</javascript>

Revision as of 17:17, 11 May 2006

Author: Yoggy

Description

Someone on the forum was struggling to do a really simple thing: make a rotating bridge that an FPS Walker can stand on and be carried around in a circle.

The FPS Walker / Character Controller that OTEE provides will not do this so I made a script that works by physics and therefore gets friction information from other objects.

Usage

Assign this script to a rigid body with a collider and it will be able to run, jump and ride on moving platforms etc.

JavaScript - New FPS Controller.js

<javascript>

// These variables are for adjusting in the inspector how the object behaves var maxSpeed = 7.000; var force = 8.000; var jumpSpeed = 5.000;

// These variables are there for use by the script and don't need to be edited private var state = 0; private var grounded = false; private var jumpLimit = 0;

// Don't let the Physics Engine rotate this physics object so it doesn't fall over when running function Awake () { rigidbody.freezeRotation = true; }

// This part detects whether or not the object is grounded and stores it in a variable function OnTriggerEnter () { state ++; if(state > 0) { grounded = true; } }


function OnTriggerExit () { state --; if(state < 1) { grounded = false; state = 0; } }

// This is called every physics frame function FixedUpdate () {


// Get the input and set variables for it jump = Input.GetButtonDown ("Jump"); horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical");

// Set the movement input to be the force to apply to the player every frame horizontal *= force; vertical *= force;

// If the object is grounded and isn't moving at the max speed or higher apply force to move it if(rigidbody.velocity.magnitude < maxSpeed && grounded == true) { rigidbody.AddForce (transform.rotation * Vector3.forward * vertical); rigidbody.AddForce (transform.rotation * Vector3.right * horizontal); }

// This part is for jumping. I only let jump force be applied every 10 physics frames so // the player can't somehow get a huge velocity due to multiple jumps in a very short time if(jumpLimit < 10) jumpLimit ++;

if(jump && grounded == true && jumpLimit >= 10) { rigidbody.velocity.y += jumpSpeed; jumpLimit = 0; }

} 

</javascript>

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