• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by gabbeaudin02 · Aug 14, 2018 at 09:08 AM · c#uicharacter movementflying

How can i make my character fly with this controller ?

There's my controller:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public enum CameraStyle
 {
     ThirdPerson,
     Action
 }
 
 public class NetworkInput : NetworkMovement
 {
     // Serialized Fields
     [SerializeField, Tooltip("The default speed of the player.")] private float runSpeed = 5f;
     [SerializeField, Tooltip("The sprinting (Left Shift) speed of the player.")] private float sprintSpeed = 7f;
     [SerializeField, Tooltip("The crouch speed of the player.")] private float crouchSpeed = 3f;
     [SerializeField, Tooltip("Allows player to run/sprint (Left Shift).")] private bool allowSprint = true;
     [SerializeField, Tooltip("Allows player to crouch (Left CTRL).")] private bool allowCrouch = true;
     [SerializeField, Tooltip("Attach the CharacterController of the player to here.")] private CharacterController _characterController;
     [SerializeField, Tooltip("Mouse Character Rotation Sensitivity")] private float mouseSens = 100;
     [SerializeField, Tooltip("Max Vertical Look Limit")] private float verticalMouseLookLimit = 170;
 
     // Private Fields
     private float _verticalSpeed = 0;
     private bool _jump = false;
     private GameObject _camera;
     private Animator _animator;
     private float currentSpeed;
     private Player _player;
     private InputField[] _ignoreFields;
 
     // Public Fields
     [Tooltip("The network rotation, used to determine network direction of player.")] public Quaternion pawnRotation;
     [Tooltip("Snap distance for synchronizing player positions.")] public float _snapDistance = 1;
     [Tooltip("How high the player jumps.")] public float _jumpHeight = 12f;
     public bool mouseLocked = true;
     private Player player;
     public CameraStyle cameraStyle;
 
     void Start()
     {
         if (cameraStyle == CameraStyle.Action)
             MouseLock(true);
 
         player = Utils.ClientLocalPlayer();
     }
 
     void LateUpdate()
     {
         // Always make sure _characterController is set.
         if (!_characterController)
             _characterController = GetComponent<CharacterController>();
     }
 
     public override void GetInputs(ref Inputs inputs)
     {
         InputField[] ignore = InputField.FindObjectsOfType<InputField>();
         _ignoreFields = ignore;
 
         for (int i = 0; i < _ignoreFields.Length; i++)
         {
             if (_ignoreFields[i].isFocused)
             {
                 inputs.sides = 0;
                 inputs.forward = 0;
                 inputs.pitch = 0;
                 inputs.yaw = 0;
                 inputs.sprint = false;
                 inputs.crouch = false;
                 if(Cursor.lockState != CursorLockMode.None && cameraStyle == CameraStyle.Action)
                     MouseLock(false);
                 return;
             } else
             {
                 if (Cursor.lockState != CursorLockMode.Locked && cameraStyle == CameraStyle.Action)
                     MouseLock(true);
             }
         }
 
         if(player.health <= 0)
         {
             inputs.sides = 0;
             inputs.forward = 0;
             inputs.pitch = 0;
             inputs.yaw = 0;
             inputs.sprint = false;
             inputs.crouch = false;
             return;
         }
 
         if (Input.GetKeyDown(KeyCode.LeftAlt) && cameraStyle == CameraStyle.Action)
         {
             if (mouseLocked)
                 MouseLock(false);
             else
                 MouseLock(true);
         }
 
         if (cameraStyle == CameraStyle.Action)
         {
             if (player.health > 0)
             {
                 inputs.sides = Input.GetAxis("Horizontal");
                 inputs.forward = Input.GetAxis("Vertical");
             }
             else
             {
                 inputs.sides = 0;
                 inputs.forward = 0;
             }
 
             if (mouseLocked)
             {
                 inputs.yaw = -Input.GetAxis("Mouse Y") * mouseSens * Time.fixedDeltaTime / Time.deltaTime;
                 inputs.pitch = Input.GetAxis("Mouse X") * mouseSens * Time.fixedDeltaTime / Time.deltaTime;
             }
             else
             {
                 inputs.yaw = 0;
                 inputs.pitch = 0;
             }
         }
         else if (cameraStyle == CameraStyle.ThirdPerson)
         {
             if (player.health > 0)
             {
                 inputs.sides = Input.GetAxis("Horizontal");
                 inputs.forward = Input.GetAxis("Vertical");
             }
             else
             {
                 inputs.sides = 0;
                 inputs.forward = 0;
             }
 
             if (Input.GetMouseButton(1))
             {
                 inputs.yaw = -Input.GetAxis("Mouse Y") * mouseSens * Time.fixedDeltaTime / Time.deltaTime;
                 inputs.pitch = Input.GetAxis("Mouse X") * mouseSens * Time.fixedDeltaTime / Time.deltaTime;
             }
             else if (Input.GetButton("Rotate"))
             {
                 inputs.yaw = 0f;
                 inputs.pitch = Input.GetAxis("Rotate") * mouseSens * Time.fixedDeltaTime / Time.deltaTime;
             } else
             {
                 inputs.yaw = 0f;
                 inputs.pitch = 0f;
             }
         }
 
         inputs.sprint = Input.GetButton("Sprint");
         inputs.crouch = Input.GetButton("Crouch");
 
         float verticalTarget = -1;
         if (_characterController.isGrounded)
         {
             if (Input.GetButton("Jump") && player.health > 0)
             {
                 _jump = true;
             }
             inputs.vertical = 0;
             verticalTarget = 0;
         }
         if (_jump)
         {
             verticalTarget = 1;
             if (inputs.vertical >= 0.9f)
             {
                 _jump = false;
             }
         }
 
        
         foreach (var anim in GetComponentsInChildren<Animator>())
         {
             anim.SetFloat("Horizontal", inputs.sides);
             anim.SetFloat("Vertical", inputs.forward);
             anim.SetFloat("Speed", currentSpeed);
             anim.SetBool("Crouch", inputs.crouch);
         }
         inputs.vertical = Mathf.Lerp(inputs.vertical, verticalTarget, 10 * Time.deltaTime);
     }
 
 
     public override Vector3 Move(Inputs inputs, Results current)
     {
         transform.position = current.position;
         float speed = 4;
         if (current.crouching)
         {
             speed = 3f;
         }
         if (current.sprinting)
         {
             speed = 6;
         }
         if (inputs.vertical > 0)
         {
             _verticalSpeed = inputs.vertical * _jumpHeight;
         }
         else
         {
             _verticalSpeed = inputs.vertical * Physics.gravity.magnitude;
         }
         _characterController.Move(transform.TransformDirection((Vector3.ClampMagnitude(new Vector3(inputs.sides, 0, inputs.forward), 1) * speed) + new Vector3(0, _verticalSpeed, 0)) * Time.fixedDeltaTime);
         return transform.position;
 
     }
 
     public override Quaternion Rotate(Inputs inputs, Results current)
     {
         if (cameraStyle == CameraStyle.Action)
         {
             if (mouseLocked && !Utils.IsCursorOverUserInterface())
             {
                 transform.rotation = current.rotation;
                 float mHor = current.rotation.eulerAngles.y + inputs.pitch * Time.fixedDeltaTime;
                 float mVert = current.rotation.eulerAngles.x + inputs.yaw * Time.fixedDeltaTime;
 
                 if (mVert > 180)
                     mVert -= 360;
                 mVert = Mathf.Clamp(mVert, -verticalMouseLookLimit * 0.5f, verticalMouseLookLimit * 0.5f);
                 transform.rotation = Quaternion.Euler(0, mHor, 0);
                 pawnRotation = Quaternion.Euler(mVert, mHor, 0);
             }
         }
         else if (cameraStyle == CameraStyle.ThirdPerson)
         {
             if (!Utils.IsCursorOverUserInterface())
             {
                 transform.rotation = current.rotation;
                 float mHor = current.rotation.eulerAngles.y + inputs.pitch * Time.fixedDeltaTime;
                 float mVert = current.rotation.eulerAngles.x + inputs.yaw * Time.fixedDeltaTime;
 
                 if (mVert > 180)
                     mVert -= 360;
                 mVert = Mathf.Clamp(mVert, -verticalMouseLookLimit * 0.5f, verticalMouseLookLimit * 0.5f);
                 transform.rotation = Quaternion.Euler(0, mHor, 0);
                 pawnRotation = Quaternion.Euler(mVert, mHor, 0);
             }
         }
 
         return pawnRotation;
     }
 
     public override void UpdatePosition(Vector3 newPosition)
     {
         if ((newPosition - transform.position).sqrMagnitude < _snapDistance * _snapDistance)
         {
             transform.position = newPosition;
         }
         else
         {
             _characterController.Move(newPosition - transform.position);
         }
 
     }
 
     public override void UpdateRotation(Quaternion newRotation)
     {
         transform.rotation = Quaternion.Euler(0, newRotation.eulerAngles.y, 0);
         pawnRotation = newRotation;
     }
 
     public void MouseLock(bool b)
     {
         if (b)
         {
             mouseLocked = true;
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
         else
         {
             mouseLocked = false;
             Cursor.lockState = CursorLockMode.None;
             Cursor.visible = true;
 
         }
     }
 }

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Stratosome · Aug 14, 2018 at 09:36 AM 1
Share

Just gonna comment here. I haven't done a whole lot with flying controls and such, so other people would probably have better ideas than I do on this topic. However, that is a VERY general question. There are many different ways to make things "fly" and we aren't sure what exactly you're looking for. Also, posting a large chunk of code like can turn people away from helping sometimes because it is a lot for them to dig through. Having a more focused, specific question, and a smaller, more targeted code segment focusing on the specific bit of code you are working with generally helps things move along nicely.

avatar image RShields Stratosome · Aug 15, 2018 at 05:15 AM 0
Share

In addition, if you don't know how to use code by reading it, you should really study it more. If you're still stuck, you may need to spend more time working on basic programming concepts.

The community loves to help fix weird bugs, but we can't cover for a lack of individual skill.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

556 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Change slider value based off of relative mouse movement 1 Answer

Lag in updating UI 0 Answers

Disable and enable canvas group by pressing an UI button. (C#) 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges