ole2811 Geschrieben 22. Februar 2016 Melden Share Geschrieben 22. Februar 2016 Hi. Hat jemand eine Idee wie ich den Standard FPS Controller dazu bekomme sich in alle Richtungen zu bewegen, d.h. in die Richtung in die Ich sehe? Auch wenn ich nach unten oder oben sehe. Quasi ein FPS Controller im Weltraum. Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
MarcoMeter Geschrieben 22. Februar 2016 Melden Share Geschrieben 22. Februar 2016 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. Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Wattsefakk Geschrieben 22. Februar 2016 Melden Share Geschrieben 22. Februar 2016 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 Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Torigas Geschrieben 23. Februar 2016 Melden Share Geschrieben 23. Februar 2016 Du kannst auch das mal probieren: http://wiki.unity3d.com/index.php/FlyCam_Extended Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
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