PhysicsFPSWalker
Author: Yoggy
Contents |
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>
C Sharp
Slightly modified version of the above by Opless
<csharp>
using UnityEngine;
using System.Collections;
public class PhysicsFPSWalker : MonoBehaviour {
// These variables are for adjusting in the inspector how the object behaves public float maxSpeed = 7; public float force = 8; public float jumpSpeed = 5;
// These variables are there for use by the script and don't need to be edited private int state = 0; private bool grounded = false; private float jumpLimit = 0;
// Don't let the Physics Engine rotate this physics object so it doesn't fall over when running void Awake () { rigidbody.freezeRotation = true; }
// This part detects whether or not the object is grounded and stores it in a variable void OnCollisionEnter () { state ++; if(state > 0) { grounded = true; } }
void OnCollisionExit ()
{
state --;
if(state < 1)
{
grounded = false;
state = 0;
}
}
public virtual bool jump
{
get
{
return Input.GetButtonDown ("Jump");
}
}
public virtual float horizontal { get { return Input.GetAxis("Horizontal") * force; } } public virtual float vertical { get { return Input.GetAxis("Vertical") * force; } } // This is called every physics frame void FixedUpdate () {
// 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 && jumpLimit >= 10) { rigidbody.velocity = rigidbody.velocity + (Vector3.up * jumpSpeed); jumpLimit = 0; }
}
}
</csharp>