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Question by charliemaru · Oct 21, 2019 at 11:49 AM · moving-animations

Movement Keys for FPS WASD and Space keys not working

Hi there below is my code for FPS PlayerMove script. Screen also provided of component in Unit. My mouse works to look up/down/left/right, however my playerMove script is not moving my FPS forward/backwards/left/right with the WASD keys. I have set up the Input Manager to Horizontal and Vertical and it still doesn't want to move. What am I doing wrong?

alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMove : MonoBehaviour
 {   // adding fields for inspector 
     [SerializeField] private string horizontalInputName;
     [SerializeField] private string verticalInputName;
     [SerializeField] private float movementSpeed;
 
     // Character controller component 
     private CharacterController charController;
 
     // fields for jumping effects 
     [SerializeField] private AnimationCurve jumpFallOff;
     [SerializeField] private float jumpMultiplier;
     [SerializeField] private KeyCode jumpKey;
     
     // boolean value 
     private bool isJumping;
 
     private void Awake()
     {
         charController = GetComponent<CharacterController>();
     }
 
     private void update()
     {
         PlayerMovement();
     }
 
     // method to monitor player movements at time of action 
     private void PlayerMovement()
     {
         float horInput = Input.GetAxis(horizontalInputName) * movementSpeed;
         float verInput = Input.GetAxis(verticalInputName) * movementSpeed;
 
         Vector3 forwardMovement = transform.forward * verInput;
         Vector3 rightMovement = transform.right * horInput;
 
         charController.SimpleMove(forwardMovement + rightMovement);
 
         //invoking jumping method
         jumpInput();
     }
 
     //jumping method for player 
     private void jumpInput()
     {
         if(Input.GetKeyDown(jumpKey) && !isJumping)
         {
             isJumping = true;
             StartCoroutine(JumpEvent());
         }
     }
 
     //jumping event method 
     private IEnumerator JumpEvent()
     {
         charController.slopeLimit = 90.0f;
         float airTime = 0.0f;
         
         //do while loop for jumping event 
         do
         {
             float jumpForce = jumpFallOff.Evaluate(airTime);
             charController.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
             airTime += Time.deltaTime;
             yield return null;
         } while (!charController.isGrounded && charController.collisionFlags != CollisionFlags.Above);
 
         charController.slopeLimit = 45.0f;
         isJumping = false;
     }
 
 }
playermove.png (31.4 kB)
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Answer by charliemaru · Oct 21, 2019 at 10:41 PM

I found my answer, one simple syntax error.

old code public void update() { PlayerMovement(); }

new code public void Update() { PlayerMovement(); }

fix: capital 'U' in Update.

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