PhysicsFPSWalker

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Revision as of 18:30, 20 September 2011 by TomoI (Talk | contribs)

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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 UT 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 OnCollisionEnter () { state ++; if(state > 0) { grounded = true; } }


function OnCollisionExit () { 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 User: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>

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