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This question was closed Mar 26, 2017 at 04:58 AM by AlexStf.
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Question by AlexStf · Mar 25, 2017 at 01:26 PM · c#animationmovementmovement scriptanimator controller

Switching lanes

Hi guys, i'm trying to make an endless runner,3 lanes type game.The character switches lanes,but 1 lane isn't enough, want him to switch the distance of 2 lanes at 1 button press. Another thing, how can i make him switch lanes smooth,rather than snapping to lane ? Thank you in advance !

 void Start () {
         lane = 0;
         controller = GetComponent<CharacterController> ();
         anim = GetComponent<Animator> ();
     }
     
     // Update is called once per frame
     void Update () {
         if (Time.time < animationDuration) 
         {
             controller.Move (Vector3.forward * speed * Time.deltaTime);
             return;
         }
 
         moveVector = Vector3.zero;
 
         if (controller.isGrounded) {
             verticalVelocity = -0.5f;
         } else 
         {
             verticalVelocity -= gravity * Time.deltaTime;
         }
         if (Input.GetButtonDown("Jump")) 
         {
             anim.SetTrigger("isJumping");
             verticalVelocity = 4.0f;
         }
         if (Input.GetButtonDown ("Fire1")) 
         {
             anim.SetTrigger ("isRolling");
         }
 
         //x - left right
         moveVector.x = Input.GetAxisRaw("Horizontal") * speed;
         //y - up down
 
         moveVector.y = verticalVelocity;
 
         //z - forward backward
         moveVector.z = speed;
 
         controller.Move (moveVector * Time.deltaTime);
 
         if (Input.GetKeyDown(KeyCode.LeftArrow)) 
         {
             if (lane > -1)
                 lane--;
             
         }
         if (Input.GetKeyDown(KeyCode.RightArrow)) 
         {
             if (lane < 1)
                 lane++;
             
         }
 
         Vector3 newPosition = transform.position;
         newPosition.x = lane;
         transform.position = newPosition;
         transform.Rotate (Vector3.up, 0.0f);
     }

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Answer by UnityCoach · Mar 25, 2017 at 02:32 PM

Hi, I would break this down into 2 components (one for input, one for control).

In the controller, you can have properties (variable and accessor) like :

 float delta = 0f;
 float speed = 0.1f; // units per second
 private int _lane;
 public int lane
 {
     get { return _lane ; }
     set
     {
         if (_lane != value) // the property is likely to be assigned every frame if it's done in Update, although the value will not change every time
         {
             float originX = _lane;
             _lane = Mathf.Clamp (value, -1, 1); // clamping the value so that you can't go beyond limits
             delta = _lane - originX;
         }
     }
 }

 void Update ()
 {
     if (delta == 0)
         return;

     transform.Translate (delta * speed * Time.deltaTime, 0, 0); // using transform translate to move when the value changed

     if (Mathf.Approximately (transform.position.x, lane)
     {
         delta = 0;
         transform.position = new Vector3 (lane, transform.position.y, transform.position.z);
     }

 }
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