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1
Question by VeryNewAtThis · Jan 09 at 03:25 PM · 3d

GameObject getting disabled when running

Hi all, I am currently creating an fps game following this tutorial. The scripts so far are working (they are attached below) and the game is incomplete but functioning. However, when I run in Unity, the Player GameObject becomes disabled and I have to enable it as the game runs in order to play the game. In addition, the Player GameObject is enabled prior to running the game.

alt text alt text [SCRIPTS]

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent(typeof(PlayerMotor))]
 
 public class PlayerController : MonoBehaviour
 {
     [SerializeField]
     private float speed = 5f;
 
     private PlayerMotor motor;
 
     void Start()
     {
         motor = GetComponent<PlayerMotor>();
     }
 
     void Update()
     {
         float xMov = Input.GetAxisRaw("Horizontal");
         float zMov = Input.GetAxisRaw("Vertical");
 
         Vector3 movHorizontal = transform.right * xMov;
         Vector3 movVertical = transform.forward * zMov;
 
         Vector3 velocity = (movHorizontal + movVertical).normalized * speed;
 
         motor.Move(velocity);
     }
 }
 

This is the second script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent(typeof(Rigidbody))]
 
 public class PlayerMotor : MonoBehaviour
 {
     private Vector3 velocity = Vector3.zero;
 
     private Rigidbody rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody>();
 
     }
 
     public void Move(Vector3 _velocity)
     {
         velocity = _velocity;
     }
 
     void FixedUpdate()
     {
         PerformMovement();
     }
 
     private void PerformMovement()
     {
         if (velocity != Vector3.zero)
         {
             rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
         }
     }
 }

unity-screenshot-1.png (467.1 kB)
unity-screenshot-2.png (217.5 kB)
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