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CloseA more complex move function taking absolute movement deltas.
Attempts to move the controller by motion
, the motion will only be constrained by collisions.
It will slide along colliders.
CollisionFlags is the summary of collisions that occurred during the Move.
This function does not apply any gravity.
using UnityEngine; using System.Collections;
// This script moves the character controller forward // and sideways based on the arrow keys. // It also jumps when pressing space. // Make sure to attach a character controller to the same game object. // It is recommended that you make only one call to Move or SimpleMove per frame.
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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