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Code-Repository-for-Unity-project

This is the most recent code of how to have the camera follow a player behind their back.

using UnityEngine; using System.Collections;

public class PlayerCamera: MonoBehaviour { public Transform target; public float distance = 3.0f; public float height = 3.0f; public float damping = 5.0f; public bool smoothRotation = true; public bool followBehind = true; public float rotationDamping = 10.0f;

void Update()
{
    Vector3 wantedPosition;
    if (followBehind)
        wantedPosition = target.TransformPoint(0, height, -distance);
    else
        wantedPosition = target.TransformPoint(0, height, distance);

    transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);

    if (smoothRotation)
    {
        Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
        transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
    }
    else transform.LookAt(target, target.up);
}

}

Here is the code for basic character movement as well as gravity.

using UnityEngine; using System.Collections;

public class Player : 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)
    {
        
        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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