絶対値の移動デルタを受け取り複雑な移動を行います。
/motion/ によってコントローラを移動させようとするとモーションはコリジョンによって制限されます。 それは、コライダーに沿ってスライドします。 CollisionFlags は移動している間に発生するコリジョンの概要です。 この関数は重力には適用されません。
/// 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. var speed : float = 6.0; var jumpSpeed : float = 8.0; var gravity : float = 20.0; private var moveDirection : Vector3 = Vector3.zero; function Update() { var controller : CharacterController = GetComponent(CharacterController); if (controller.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton ("Jump")) { moveDirection.y = jumpSpeed; } } // Apply gravity moveDirection.y -= gravity * Time.deltaTime; // Move the controller controller.Move(moveDirection * Time.deltaTime); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float speed = 6.0F; public float jumpSpeed = 8.0F; public float gravity = 20.0F; private Vector3 moveDirection = Vector3.zero; void Update() { CharacterController controller = GetComponent<CharacterController>(); if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) moveDirection.y = jumpSpeed; } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public speed as float = 6.0F public jumpSpeed as float = 8.0F public gravity as float = 20.0F private moveDirection as Vector3 = Vector3.zero def Update() as void: controller as CharacterController = GetComponent[of CharacterController]() if controller.isGrounded: moveDirection = Vector3(Input.GetAxis('Horizontal'), 0, Input.GetAxis('Vertical')) moveDirection = transform.TransformDirection(moveDirection) moveDirection *= speed if Input.GetButton('Jump'): moveDirection.y = jumpSpeed moveDirection.y -= (gravity * Time.deltaTime) controller.Move((moveDirection * Time.deltaTime))