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This question was closed Feb 27, 2021 at 08:23 PM by ProZOMBIE_GUY for the following reason:

The question is answered, right answer was accepted

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Question by ProZOMBIE_GUY · Feb 26, 2021 at 08:47 PM · c#movementfpsvelocityfps controller

Carry forward velocity against mouse movements

Two days ago, I had some help fixing being able to stop on a dime in the air and that issue was fixed. Now the only issue left is that I can still turn in the air if I hold W and look where I want to go. I would like that the character carries the way they jumped no matter any input that is put in like real life. Any help on fixing t$$anonymous$$s issue is greatly appreciated as I am not sure where to start to fix that issue, any other comments are also welcome and appreciated.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController controller;
     public Transform groundCheck;
     public LayerMask groundMask;
     CharacterController playerCol;
 
     public float crouchSpeed = 2.5f;
     public float walkSpeed = 5f;
     public float runSpeed = 7f;
     public float jumpHeight = 0.7f;
     public float crouchHeight = 1.1f;
     public float gravity = -22f;
     public float groundDistance = 0.4f;
     float standRaycastRange = 1.55f;
     private float baseSpeed = 0f;
     float originalHeight;
     float x = 0f;
     float z = 0f;
     static bool canSprint = true;
     static bool crouched = false;
     static bool canJump = true;
     bool isGrounded;
     Vector3 velocity;
 
     static bool isSprinting = false;
 
     void Start()
     {
         playerCol = GetComponent<CharacterController>();
         originalHeight = playerCol.height;
         baseSpeed = walkSpeed;
     }
 
     void Update()
     {
         //Basic movement-------------------------------------------------------------------
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             x = Input.GetAxis("Horizontal");
             z = Input.GetAxis("Vertical");
 
             if (velocity.y < 0)
             {
                 velocity.y = -2f;
             }
         }
 
         Vector3 move = transform.right * x + transform.forward * z;
 
         controller.Move(move * baseSpeed * Time.deltaTime);
 
         //Jump--------------------------------------------------
         if (Input.GetButtonDown("Jump") && isGrounded && canJump)
         {
             velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
         }
         velocity.y += gravity * Time.deltaTime;
 
         controller.Move(velocity * Time.deltaTime);
 
         if (Input.GetButtonDown("Jump") && isGrounded && crouched)
         {
             if (!Physics.Raycast(transform.position, Vector3.up, standRaycastRange))
             {
                 UnCrouch();
             }
         }
 
         //Sprint--------------------------------------------------------------
         if (Input.GetKey(KeyCode.LeftS$$anonymous$$ft) && (Input.GetKey(KeyCode.W)) && isGrounded && canSprint)
         {
             Sprint();
         }
 
         if (Input.GetKeyUp(KeyCode.W) && isSprinting)
         {
             UnSprint();
         }
 
         else if (Input.GetKeyUp(KeyCode.LeftS$$anonymous$$ft) && isGrounded && canSprint)
         {
             UnSprint();
         }
 
         if (Input.GetKey(KeyCode.S) && canSprint)
         {
             UnSprint();
         }
 
         if (!Input.GetKey(KeyCode.LeftS$$anonymous$$ft) && isGrounded)
         {
             UnSprint();
         }
 
         if (Input.GetKeyDown(KeyCode.LeftS$$anonymous$$ft) && isGrounded && crouched)
         {
             if (!Physics.Raycast(transform.position, Vector3.up, standRaycastRange))
             {
                 UnCrouch();
                 Sprint();
             }
         }
 
         //Crouch----------------------------------------------------------------
         if (Input.GetKeyDown(KeyCode.C) && isGrounded && !isSprinting)
         {
             crouched = !crouched;
             if (crouched) Crouch();
             else if (!Physics.Raycast(transform.position, Vector3.up, standRaycastRange) && !crouched && isGrounded)
             {
                 UnCrouch();
             }
         }
 
         //Sprint-------------------
         void Sprint()
         {
             baseSpeed = runSpeed;
             crouched = false;
             isSprinting = true;
         }
 
         void UnSprint()
         {
             baseSpeed = walkSpeed;
             isSprinting = false;
         }
 
         //Crouch-------------------------------
         void Crouch()
         {
             playerCol.height = crouchHeight;
             baseSpeed = crouchSpeed;
             canJump = false;
             canSprint = false;
             crouched = true;
             isSprinting = false;
         }
 
         void UnCrouch()
         {
             playerCol.height = originalHeight;
             baseSpeed = walkSpeed;
             canJump = true;
             canSprint = true;
             crouched = false;
         }
     }
 }
 
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Answer by VoidPhoenix96 · Feb 26, 2021 at 11:48 PM

When the player uses movement input, check if they are in the air. If so, do not$$anonymous$$ng. You can use Update() and a Boolean to do t$$anonymous$$s.

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avatar image ProZOMBIE_GUY · Feb 27, 2021 at 02:52 AM 0
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I currently have a ground check boolean already implemented but I'm not sure how to go about checking for input in the air or how I would make that do nothing with my current code.

avatar image VoidPhoenix96 ProZOMBIE_GUY · Feb 27, 2021 at 06:53 PM 1
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Use that boolean to check if you are in the air before applying movement.


if(isTouchingGround) { movementcode; }

avatar image ProZOMBIE_GUY VoidPhoenix96 · Feb 27, 2021 at 08:23 PM 0
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Thank you, I appreciate the help.

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