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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BehaviourName : MonoBehaviour {
[Header("Controls")]
public float PlayerSpeed = 10;
public string hAxis = "Horizontal";
public string vAxis = "Vertical";
private Rigidbody2D rb;
private void Start() {
// Get the Rigidbody2D component attached to the GameObject
rb = GetComponent<Rigidbody2D>();
}
void Update() {
// Get the input from the horizontal and vertical axes
float horizontalInput = Input.GetAxis(hAxis);
float verticalInput = Input.GetAxis(vAxis);
// Calculate the movement vector based on the input and player speed
Vector2 movement = new Vector2(horizontalInput, verticalInput) * PlayerSpeed * Time.deltaTime;
// Move the player using the Rigidbody2D component
rb.MovePosition(rb.position + movement);
}
}
This script would move the player:
Up arrow - move forward
Down arrow - move backward
Left arrow key - left
Right arrow key - right
Space bar- jump
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float jumpForce = 10f;
private Rigidbody rb;
private bool isGrounded;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
// Check if the player is on the ground
isGrounded = Physics.Raycast(transform.position, Vector3.down, 0.5f);
// Jump if the player presses the space bar and is on the ground
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
}
// Move the player forward or backward based on input
float verticalInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(0, 0, verticalInput);
movement = movement.normalized * moveSpeed * Time.deltaTime;
rb.MovePosition(transform.position + transform.TransformDirection(movement));
// Rotate the player based on horizontal input
float horizontalInput = Input.GetAxis("Horizontal");
transform.Rotate(0, horizontalInput * 5f, 0);
}
}
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//make sure to add a CharacterController to the thing that you want to move
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
CharacterController characterController;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public float speed = 9.0f;
private Vector3 moveDirection = Vector3.zero;
private void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
var horizontal = Input.GetAxis("Horizontal");
var vertical = Input.GetAxis("Vertical");
transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));
if (characterController.isGrounded)
{
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
moveDirection *= speed;
if (Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
}
moveDirection.y -= gravity * Time.deltaTime;
characterController.Move(moveDirection * Time.deltaTime);
}
}
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public class ExampleClass : MonoBehaviour
{
CharacterController characterController;
public float speed = 6.0f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
private Vector3 moveDirection = Vector3.zero;
void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
if (characterController.isGrounded)
{
// We are grounded, so recalculate
// move direction directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
moveDirection *= speed;
if (Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
}
// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
Rigidbody rb;
[SerializeField] float movementSpeed = 6f;
[SerializeField] float jumpForce = 5f;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
rb.velocity = new Vector3(horizontalInput * movementSpeed, rb.velocity.y, verticalInput * movementSpeed);
if (Input.GetButtonDown("Jump"))
{
rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);
}
}
}