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Question by ibashdup · May 31, 2019 at 10:25 PM · movementcharactercontrolleraccelerationtransform.forward

Apply acceleration and Decceleration to transform.forward?

Hello, I had been following the youtuber gamesplusjames 3D platformer tutorial and was wondering how to implement acceleration and deceleration to the players movement that uses transform.forward. I'm a beginner, sorry if this is something super simple, I just can't wrap my head around it.

 void movement()
     {
         //moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, moveDirection.y, Input.GetAxis("Vertical") * moveSpeed);
         float yStore = moveDirection.y;
         moveDirection = (transform.forward *  Input.GetAxisRaw("Vertical")) + transform.right * (Input.GetAxisRaw("Horizontal"));
         moveDirection = (moveDirection.normalized * moveSpeed);
         moveDirection.y = yStore;     
       
     }


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Answer by NoCandyIncluded · Jun 01, 2019 at 02:36 AM

Im not exactly sure what you want, but im assuming you want the movement of the player to be smoother. try this.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class Test : MonoBehaviour
 {
 
     private Vector3 moveDirection;
     public float moveSpeed = 5;
     public float time = 1;
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         movement();
     }
 
     void movement()
     {
         //moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, moveDirection.y, Input.GetAxis("Vertical") * moveSpeed);
 
         moveDirection += (transform.forward * Input.GetAxisRaw("Vertical")) + transform.right * (Input.GetAxisRaw("Horizontal"));
         moveDirection = (moveDirection.normalized * moveSpeed);
 
         transform.position = Vector3.Lerp(transform.position, moveDirection, time);
         
     }
 }
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avatar image ibashdup · Jun 14, 2019 at 02:18 PM 0
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Thank you for the solution but I found one myself, I might see if it worked in the old code.

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