unity c# fps controller code example
Example 1: 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);
}
}
}
Example 2: fps controller c#
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : MonoBehaviour
{
[SerializeField] float speed = 3f;
[SerializeField] float sensitivity = 150f;
[SerializeField] float jumpHeight = 4f;
[Space]
[SerializeField] Camera cam = null;
[SerializeField] Rigidbody rb;
float clampedXRot;
bool onGround = true;
void Start()
{
rb = GetComponent<Rigidbody>();
}
private void Movement()
{
float _xMove = Input.GetAxis("Horizontal");
float _zMove = Input.GetAxis("Vertical");
float _xRot = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
float _yRot = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
Vector3 movVert = _zMove * transform.forward;
Vector3 movHor = _xMove * transform.right;
Vector3 velocity = (movHor + movVert) * speed * Time.deltaTime;
Vector3 rotation = new Vector3(0f, _yRot, 0f);
clampedXRot += _xRot;
clampedXRot = Mathf.Clamp(clampedXRot, -90f, 90f);
transform.Rotate(rotation);
rb.MovePosition(rb.position + velocity);
cam.transform.localRotation = Quaternion.Euler(clampedXRot, 0f, 0f);
}
void Jump()
{
if (Input.GetButton("Jump"))
{
if (onGround == true)
{
rb.velocity = new Vector3(0f, jumpHeight, 0f);
onGround = false;
}
}
}
void FixedUpdate()
{
if (transform != null)
{
Movement();
Jump();
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.collider.tag == "Ground")
{
onGround = true;
}
}
}