how to do movement in unity code example
Example 1: how to add movement in unity
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private string moveInputAxis = "Vertical";
public float moveSpeed = 0.1f;
public Rigidbody rb;
public bool cubeIsOnTheGround = true;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
float moveAxis = Input.GetAxis(moveInputAxis);
ApplyInput(moveAxis);
if(Input.GetButtonDown("Jump") && cubeIsOnTheGround == true)
{
rb.AddForce(new Vector3(0, 7, 0), ForceMode.Impulse);
cubeIsOnTheGround = false;
}
private void ApplyInput(float moveInput)
{
Move(moveInput);
}
private void Move(float input)
{
transform.Translate(Vector3.forward * input * moveSpeed);
}
private void OnCollisionEnter(Collision collision) {
if(collision.gameObject.tag == "Ground") {
cubeIsOnTheGround = true;
}
}
}
Example 2: simple first person camera unioty
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraLook : MonoBehaviour
{
public float minX = -60f;
public float maxX = 60f;
public float sensitivity;
public Camera cam;
float rotY = 0f;
float rotX = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
rotY += Input.GetAxis("Mouse X") * sensitivity;
rotX += Input.GetAxis("Mouse Y") * sensitivity;
rotX = Mathf.Clamp(rotX, minX, maxX);
transform.localEulerAngles = new Vector3(0, rotY, 0);
cam.transform.localEulerAngles = new Vector3(-rotX, 0 0);
if (Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
if (Cursor.visible && Input.GetMouseButtonDown(1))
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
Example 3: how to make movement in unity in c#
public Rigibody rb;
public float _write_your_speed_x;
public float _write_your_speed_in_y;
public float write_your_speed_in_z;
void Update(){
if(input.GetKey(keycode.Uparrow)
trasform.position += new vector3(_write_your_speed_in_x,_write_your_speed_in_y,write_your_speed_in_z);
else
transform.position += new vector.zero;
}