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: movement script c#
using UnityEngine;
using System.Collections;
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)
{
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: movement script unity
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 4: unity player movement script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Example : MonoBehaviour
{
private CharacterController controller;
private Vector3 playerVelocity;
private bool groundedPlayer;
private float playerSpeed = 2.0f;
private float jumpHeight = 1.0f;
private float gravityValue = -9.81f;
private void Start()
{
controller = gameObject.AddComponent<CharacterController>();
}
void Update()
{
groundedPlayer = controller.isGrounded;
if (groundedPlayer && playerVelocity.y < 0)
{
playerVelocity.y = 0f;
}
Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
controller.Move(move * Time.deltaTime * playerSpeed);
if (move != Vector3.zero)
{
gameObject.transform.forward = move;
}
if (Input.GetButtonDown("Jump") && groundedPlayer)
{
playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
}
playerVelocity.y += gravityValue * Time.deltaTime;
controller.Move(playerVelocity * 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;
void Start () {
}
void Update () {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump")moveDirection.y = jumpSpeed; } turner = Input.GetAxis ("Mouse X")* sensitivity; looker = -Input.GetAxis ("Mouse Y")* sensitivity; if(turner != 0){