unity movement 3d code example

Example 1: movement script c#

using UnityEngine;
using System.Collections;

// 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.

public class ExampleClass : MonoBehaviour
{
    CharacterController characterController;

    public float speed = 6.0f;
    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;

    private Vector3 moveDirection = Vector3.zero;

    void Start()
    {
        characterController = GetComponent<CharacterController>();
    }

    void Update()
    {
        if (characterController.isGrounded)
        {
            // We are grounded, so recalculate
            // move direction directly from axes

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }

        // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
        // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
        // as an acceleration (ms^-2)
        moveDirection.y -= gravity * Time.deltaTime;

        // Move the controller
        characterController.Move(moveDirection * Time.deltaTime);
    }
}

Example 2: movement script unity

//make sure to add a CharacterController to the thing that you want to move
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    CharacterController characterController;

    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
    public float speed = 9.0f;

    private Vector3 moveDirection = Vector3.zero;

    private void Start()
    {
        characterController = GetComponent<CharacterController>();
    }

    void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");

        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));

        if (characterController.isGrounded)
        {

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }
        moveDirection.y -= gravity * Time.deltaTime;
        characterController.Move(moveDirection * Time.deltaTime);
    }
}

Example 3: unity move character

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [SerializeField] private float speed = 5.0f;

    private void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");
        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));
    }
}

Example 4: move character unity

using UnityEngine;
using System.Collections;

// 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.

public class ExampleClass : MonoBehaviour
{
    CharacterController characterController;

    public float speed = 6.0f;
    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;

    private Vector3 moveDirection = Vector3.zero;

    void Start()
    {
        characterController = GetComponent<CharacterController>();
    }

    void Update()
    {
        if (characterController.isGrounded)
        {
            // We are grounded, so recalculate
            // move direction directly from axes

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }

        // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
        // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
        // as an acceleration (ms^-2)
        moveDirection.y -= gravity * Time.deltaTime;

        // Move the controller
        characterController.Move(moveDirection * Time.deltaTime);
    }
}

Example 5: 3d movement unity

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThirdPersonMovement : MonoBehaviour
{

   



 public CharacterController controller;
    public Transform cam;


    public float speed = 6f;


    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;   




    void Update()
    {

        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {

            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;                       
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);
        
        
        }

    }
}

Example 6: 3d movement unity

using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerMovement : MonoBehaviour {     
 public float speed = 25.0F;     
 public float jumpSpeed = 8.0F;      
 public float gravity = 20.0F;     
 private Vector3 moveDirection = Vector3.zero;
 private float turner;     
 private float looker;     
 public float sensitivity = 5;         
 // Use this for initialization     
 void Start () {              
 
 }          
 // Update is called once per frame     
 void Update () {         
      CharacterController controller = GetComponent<CharacterController>();
      // is the controller on the ground?         
      if (controller.isGrounded) {             
      //Feed moveDirection with input.             
      moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
      moveDirection = transform.TransformDirection(moveDirection);
      //Multiply it by speed.
      moveDirection *= speed;
      //Jumping
      if (Input.GetButton("Jump")moveDirection.y = jumpSpeed;                      }         turner = Input.GetAxis ("Mouse X")* sensitivity;         looker = -Input.GetAxis ("Mouse Y")* sensitivity;         if(turner != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (0,turner,0);         }         if(looker != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (looker,0,0);         }         //Applying gravity to the controller         moveDirection.y -= gravity * Time.deltaTime;         //Making the character move         controller.Move(moveDirection * Time.deltaTime);     } }