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FirstPersonController in alle Richtungen bewegen


ole2811

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Der FPS Controller aus den Standart Assets passt dazu eher nicht, da du in einem Weltallbeispiel auf Gravitation verzichtest. Trivial gesehen bleiben nur Kollisionen über.

 

Die Fortbewegungsrichtung brauchts du dann nur über camera.Transform.forward abzugreifen.

 

Ein erster guter ANhalspunkt wäre für dich mal nach sog. Free Fly Cams umzuschauen. Du musst dann nur drauf achten, ob du Kollisionen brauchst oder nicht, weil du dann die Bewegung über einen Rigidbody machen solltest.

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Also bei mir funktioniert es damit top:

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
   [RequireComponent(typeof (CharacterController))]
   [RequireComponent(typeof (AudioSource))]
   public class FirstPersonController : MonoBehaviour
   {
    [serializeField] private bool m_IsWalking;
    [serializeField] private float m_WalkSpeed;
    [serializeField] private float m_RunSpeed;
    [serializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
    [serializeField] private float m_JumpSpeed;
    [serializeField] private float m_StickToGroundForce;
    [serializeField] private float m_GravityMultiplier;
    [serializeField] private MouseLook m_MouseLook;
    [serializeField] private bool m_UseFovKick;
    [serializeField] private FOVKick m_FovKick = new FOVKick();
    [serializeField] private bool m_UseHeadBob;
    [serializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
    [serializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
    [serializeField] private float m_StepInterval;
    [serializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
    [serializeField] private AudioClip m_JumpSound;		   // the sound played when character leaves the ground.
    [serializeField] private AudioClip m_LandSound;		   // the sound played when character touches back on ground.
    private Camera m_Camera;
    private bool m_Jump;
    private float m_YRotation;
    private Vector2 m_Input;
    private Vector3 m_MoveDir = Vector3.zero;
    private CharacterController m_CharacterController;
    private CollisionFlags m_CollisionFlags;
    private bool m_PreviouslyGrounded;
    private Vector3 m_OriginalCameraPosition;
    private float m_StepCycle;
    private float m_NextStep;
    private bool m_Jumping;
    private AudioSource m_AudioSource;
    // Use this for initialization
    private void Start()
    {
	    m_CharacterController = GetComponent<CharacterController>();
	    m_Camera = Camera.main;
	    m_OriginalCameraPosition = m_Camera.transform.localPosition;
	    m_FovKick.Setup(m_Camera);
	    m_HeadBob.Setup(m_Camera, m_StepInterval);
	    m_StepCycle = 0f;
	    m_NextStep = m_StepCycle/2f;
	    m_Jumping = false;
	    m_AudioSource = GetComponent<AudioSource>();
  m_MouseLook.Init(transform , m_Camera.transform);
    }

    // Update is called once per frame
    private void Update()
    {
	    RotateView();
	    // the jump state needs to read here to make sure it is not missed
	    if (!m_Jump)
	    {
		    m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
	    }
	    if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
	    {
		    StartCoroutine(m_JumpBob.DoBobCycle());
		    PlayLandingSound();
		    m_MoveDir.y = 0f;
		    m_Jumping = false;
	    }
	    if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
	    {
		    m_MoveDir.y = 0f;
	    }
	    m_PreviouslyGrounded = m_CharacterController.isGrounded;
    }

    private void PlayLandingSound()
    {
	    m_AudioSource.clip = m_LandSound;
	    m_AudioSource.Play();
	    m_NextStep = m_StepCycle + .5f;
    }

    private void FixedUpdate()
    {
	    float speed;
	    GetInput(out speed);
	    // always move along the camera forward as it is the direction that it being aimed at
	    Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
	    // get a normal for the surface that is being touched to move along it
	    RaycastHit hitInfo;
	    Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
						   m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore);
	    desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
	    m_MoveDir.x = desiredMove.x*speed;
	    m_MoveDir.z = desiredMove.z*speed;

	    if (m_CharacterController.isGrounded)
	    {
		    m_MoveDir.y = -m_StickToGroundForce;
		    if (m_Jump)
		    {
			    m_MoveDir.y = m_JumpSpeed;
			    PlayJumpSound();
			    m_Jump = false;
			    m_Jumping = true;
		    }
	    }
	    else
	    {
		    m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
	    }
	    m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
	    ProgressStepCycle(speed);
	    UpdateCameraPosition(speed);
	    m_MouseLook.UpdateCursorLock();
    }

    private void PlayJumpSound()
    {
	    m_AudioSource.clip = m_JumpSound;
	    m_AudioSource.Play();
    }

    private void ProgressStepCycle(float speed)
    {
	    if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
	    {
		    m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
						 Time.fixedDeltaTime;
	    }
	    if (!(m_StepCycle > m_NextStep))
	    {
		    return;
	    }
	    m_NextStep = m_StepCycle + m_StepInterval;
	    PlayFootStepAudio();
    }

    private void PlayFootStepAudio()
    {
	    if (!m_CharacterController.isGrounded)
	    {
		    return;
	    }
	    // pick & play a random footstep sound from the array,
	    // excluding sound at index 0
	    int n = Random.Range(1, m_FootstepSounds.Length);
	    m_AudioSource.clip = m_FootstepSounds[n];
	    m_AudioSource.PlayOneShot(m_AudioSource.clip);
	    // move picked sound to index 0 so it's not picked next time
	    m_FootstepSounds[n] = m_FootstepSounds[0];
	    m_FootstepSounds[0] = m_AudioSource.clip;
    }

    private void UpdateCameraPosition(float speed)
    {
	    Vector3 newCameraPosition;
	    if (!m_UseHeadBob)
	    {
		    return;
	    }
	    if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
	    {
		    m_Camera.transform.localPosition =
			    m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
								  (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
		    newCameraPosition = m_Camera.transform.localPosition;
		    newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
	    }
	    else
	    {
		    newCameraPosition = m_Camera.transform.localPosition;
		    newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
	    }
	    m_Camera.transform.localPosition = newCameraPosition;
    }

    private void GetInput(out float speed)
    {
	    // Read input
	    float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
	    float vertical = CrossPlatformInputManager.GetAxis("Vertical");
	    bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
	    // On standalone builds, walk/run speed is modified by a key press.
	    // keep track of whether or not the character is walking or running
	    m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
	    // set the desired speed to be walking or running
	    speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
	    m_Input = new Vector2(horizontal, vertical);
	    // normalize input if it exceeds 1 in combined length:
	    if (m_Input.sqrMagnitude > 1)
	    {
		    m_Input.Normalize();
	    }
	    // handle speed change to give an fov kick
	    // only if the player is going to a run, is running and the fovkick is to be used
	    if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
	    {
		    StopAllCoroutines();
		    StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
	    }
    }

    private void RotateView()
    {
	    m_MouseLook.LookRotation (transform, m_Camera.transform);
    }

    private void OnControllerColliderHit(ControllerColliderHit hit)
    {
	    Rigidbody body = hit.collider.attachedRigidbody;
	    //dont move the rigidbody if the character is on top of it
	    if (m_CollisionFlags == CollisionFlags.Below)
	    {
		    return;
	    }
	    if (body == null || body.isKinematic)
	    {
		    return;
	    }
	    body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
    }
   }
}

Musst im Rigidbody noch Use Gravity deaktivieren. Sonst ist das der Komplette Code vom FirstPersonCaracter. Hab wie MarcoMeter meine einfach die transform.forward in camera.Transform.forward geändert bisjen was deaktiviert was dich sonst daran hindert kannst es dir ja mal anschauen

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