The MouseLook script:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
private float sensitivityX = 5f;
private float sensitivityY = 5f;
private float minimumX = 0f;
private float maximumX = 360f;
private float minimumY = -30f;
private float maximumY = 45f;
private float rotationY = 0f;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
}
The controller script:
using UnityEngine;
using System.Collections;
//[RequireComponent (typeof (Rigidbody))]
//[RequireComponent (typeof (BoxCollider))]
public class PlayerController : MonoBehaviour {
private void Update()
{
var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
var z = Input.GetAxis("Vertical") * Time.deltaTime * 3.0f;
transform.Rotate(0, x, 0);
transform.Translate(0, 0, z);
}
}
When I use the mouse for example to look to the floor and move forward the player it will move through the floor.
I'm using box collider and I also tried to add a mesh collider but it didn't help so far.
The NAVI have a Rigidbody component attached to it. I also had a Rigidbody attached to the Player and then he didn't walk through the floor but then the Rigidbody did problems with the doors. The doors opened/closed fast and many times with the Rigidbody.
To prevent two colliders from going through one another, you will have two options:
1 .Use raycast to detect walls then manually adjust the position of the object or stop moving the player.
2 .Use Rigidbody to automatically handle the collision then use Rigidbody.MovePosition
and Rigidbody.MoveRotation
to move and rotate the object instead of the transform.Translate
and transform.Rotate
used in your current code.
I prefer #2 since it's easier to code and more reliable. Just attach Rigidbody
and a collider to the player. Also attach collider to the walls and floors. The code below should move the player and it will not go through the walls.
public bool useWorldSpace;
public Rigidbody rb;
public float speed = 18;
public void Update()
{
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
//Movement
Vector3 tempVect = new Vector3(0, 0, v);
tempVect = tempVect.normalized * speed * Time.deltaTime;
if (useWorldSpace)
tempVect = transform.position + tempVect;
else
tempVect = transform.position + transform.TransformDirection(tempVect);
rb.MovePosition(tempVect);
//Rotation
Vector3 angle = new Vector3(0, 100, 0);
Quaternion deltaRot = Quaternion.Euler(angle * h * Time.deltaTime);
rb.MoveRotation(rb.rotation * deltaRot);
}
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