Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

CharacterController.Move

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public CollisionFlags Move(Vector3 motion);

Description

Supplies the movement of a GameObject with an attached CharacterController component.

The CharacterController.Move motion moves the GameObject in the given direction. The given direction requires absolute movement delta values. A collision constrains the Move from taking place. The return, CollisionFlags, indicates the direction of a collision: None, Sides, Above, and Below. CharacterController.Move does not use gravity.

The example below demonstrates how to use CharacterController.Move. Update causes a Move to re-position the player. In addition, Jump changes the player position in a vertical direction.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Example : MonoBehaviour { private CharacterController controller; private Vector3 playerVelocity; private bool groundedPlayer; private float playerSpeed = 2.0f; private float jumpHeight = 1.0f; private float gravityValue = -9.81f;

private void Start() { controller = gameObject.AddComponent<CharacterController>(); }

void Update() { groundedPlayer = controller.isGrounded; if (groundedPlayer && playerVelocity.y < 0) { playerVelocity.y = 0f; }

Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); controller.Move(move * Time.deltaTime * playerSpeed);

if (move != Vector3.zero) { gameObject.transform.forward = move; }

// Makes the player jump if (Input.GetButtonDown("Jump") && groundedPlayer) { playerVelocity.y += Mathf.Sqrt(jumpHeight * -2.0f * gravityValue); }

playerVelocity.y += gravityValue * Time.deltaTime; controller.Move(playerVelocity * Time.deltaTime); } }