how to make a fps controller in unity code example
Example 1: first person camera controller unity
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 2: unity simple fps controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class SC_FPSController : MonoBehaviour
{
public float walkingSpeed = 7.5f;
public float runningSpeed = 11.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 45.0f;
CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
float rotationX = 0;
[HideInInspector]
public bool canMove = true;
void Start()
{
characterController = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
bool isRunning = Input.GetKey(KeyCode.LeftShift);
float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
{
moveDirection.y = jumpSpeed;
}
else
{
moveDirection.y = movementDirectionY;
}
if (!characterController.isGrounded)
{
moveDirection.y -= gravity * Time.deltaTime;
}
characterController.Move(moveDirection * Time.deltaTime);
if (canMove)
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
}
}