unity character controller using code example
Example 1: unity 3d character controller
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 2: character controller unity 2d
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f;
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;
[SerializeField] private bool m_AirControl = false;
[SerializeField] private LayerMask m_WhatIsGround;
[SerializeField] private Transform m_GroundCheck;
[SerializeField] private Transform m_CeilingCheck;
[SerializeField] private Collider2D m_CrouchDisableCollider;
const float k_GroundedRadius = .2f;
private bool m_Grounded;
const float k_CeilingRadius = .2f;
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true;
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
if (!crouch)
{
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
if (m_Grounded || m_AirControl)
{
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
move *= m_CrouchSpeed;
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
if (move > 0 && !m_FacingRight)
{
Flip();
}
else if (move < 0 && m_FacingRight)
{
Flip();
}
}
if (m_Grounded && jump)
{
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
m_FacingRight = !m_FacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}