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Question by TechnoWings · Jul 03, 2016 at 11:22 PM · c#script.

I have this movement script that works just fine, but how do i integrate jumping and running?

using UnityEngine; using System.Collections;

public class CaracterController : MonoBehaviour {

 public float speed = 10.0f;

 // Use this for initialization
 void Start ()
 {
     Cursor.lockState = CursorLockMode.Locked;
 }
 
 // Update is called once per frame
 void Update () {

     float translation = Input.GetAxis("Vertical") * speed;
     float straffe = Input.GetAxis("Horizontal") * speed;
     translation *= Time.deltaTime;
     straffe *= Time.deltaTime;

     transform.Translate(straffe, 0, translation);

     if (Input.GetKeyDown("escape"))
         Cursor.lockState = CursorLockMode.None;
 }

}

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avatar image TechnoWings · Jul 25, 2016 at 08:54 PM 0
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UPDATE

I have found a solution to this issue and just needed to fiddle with the code.

FIX:

using UnityEngine; using System.Collections;

public class CaracterController : $$anonymous$$onoBehaviour {

 public float speed = 10.0f;
 bool onGround = true;
 public CursorLock$$anonymous$$ode wanted$$anonymous$$ode;

 // Use this for initialization
 void Start ()
 {
     Cursor.lockState = CursorLock$$anonymous$$ode.Locked;
     wanted$$anonymous$$ode = CursorLock$$anonymous$$ode.Locked;
 }

 // Update is called once per frame
 void Update() {

     float translation = Input.GetAxis("Vertical") * speed;
     float straffe = Input.GetAxis("Horizontal") * speed;
     translation *= Time.deltaTime;
     straffe *= Time.deltaTime;

     transform.Translate(straffe, 0, translation);
     
     if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Escape))
     {
         Cursor.lockState = CursorLock$$anonymous$$ode.None;
         wanted$$anonymous$$ode = CursorLock$$anonymous$$ode.None;
     }

     RaycastHit hit;
     Vector3 physicsCentre = this.transform.position +
                     this.GetComponent<CapsuleCollider>().center;

     Debug.DrawRay(physicsCentre, Vector3.down*3f,Color.red,1);
     if (Physics.Raycast(physicsCentre, Vector3.down, out hit, 3f))
     {
         onGround = true;
     }
     else
     {
         onGround = false;
     }
     Debug.Log(onGround);

     if (Input.Get$$anonymous$$eyDown("space") && onGround)
     {
         this.GetComponent<Rigidbody>().AddForce(Vector3.up * 300);
     }

     
 }


}

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