unity establishing player movement and crosshait code example
Example 1: Player movement with animation unity
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
private float moveSpeed;
private float dirX;
private bool facingRight = true;
private Vector3 localScale;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
localScale = transform.localScale;
moveSpeed = 3f;
}
private void Update()
{
dirX = Input.GetAxis("Horizontal") * moveSpeed;
if (Input.GetButtonDown("Jump") && rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
rb.AddForce(Vector2.up * 500f);
if (Mathf.Abs(dirX) > 0 && rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
{
anim.SetBool("isRunning", true);
}
else
anim.SetBool("isRunning", false);
if (rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", false);
}
if (rb.velocity.y > 0.1)
anim.SetBool("isJumping", true);
if (rb.velocity.y < -0.1)
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", true);
}
}
private void FixedUpdate()
{
rb.velocity = new Vector2(dirX, rb.velocity.y);
}
private void LateUpdate()
{
if (dirX > 0)
facingRight = true;
else if (dirX < 0)
facingRight = false;
if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
localScale.x *= -1;
transform.localScale = localScale;
}
}
Example 2: C# player 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);
}
}