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Question by Spirit_WasTaken · 4 days ago · crouching

I want my crouch to stay crouched while my crouch key is held down, but when it is released i want it to go back to standing. Anyone know how to do this with my code?

 public bool CanMove { get; private set; } = true;
 private bool IsSprinting => canSprint && Input.GetKey(sprintKey);
 private bool ShouldJump => Input.GetKeyDown(JumpKey) && characterController.isGrounded;
 private bool ShouldCrouch => Input.GetKeyDown(crouchKey) && !duringCrouchAnimation && characterController.isGrounded;

 [Header("Funcional Options")]
 [SerializeField] private bool canSprint = true;
 [SerializeField] private bool canJump = true;
 [SerializeField] private bool canCrouch = true;
 [SerializeField] private bool canUseHeadbob = true;

 [Header("Controls")]
 [SerializeField] private KeyCode sprintKey = KeyCode.LeftShift;
 [SerializeField] private KeyCode JumpKey = KeyCode.Space;
 [SerializeField] private KeyCode crouchKey = KeyCode.LeftControl;

 [Header("Movement Parameters")]
 [SerializeField] private float walkSpeed = 3.0f;
 [SerializeField] private float sprintSpeed = 6.0f;
 [SerializeField] private float crouchSpeed = 1.5f;

 [Header("Look Parameters")]
 [SerializeField, Range(1, 10)] private float lookSpeedX = 2.0f;
 [SerializeField, Range(1, 10)] private float lookSpeedY = 2.0f;
 [SerializeField, Range(1, 180)] private float upperLookLimit = 80.0f;
 [SerializeField, Range(1, 180)] private float lowerLookLimit = 80.0f;

 [Header("Jumping Parameters")]
 [SerializeField] private float jumpForce = 8.0f;
 [SerializeField] private float gravity = 30.0f;

 [Header("Crouch Parameters")]
 [SerializeField] private float crouchHeight = 0.5f;
 [SerializeField] private float standingHeight = 2f;
 [SerializeField] private float timeToCrouch = 0.25f;
 [SerializeField] private Vector3 crouchingCenter = new Vector3(0,0.5f,0);
 [SerializeField] private Vector3 standingCenter = new Vector3(0, 0, 0);
 private bool isCrouching;
 private bool duringCrouchAnimation;

 [Header("Headbob Parameters")]
 [SerializeField] private float walkBobSpeed = 14f;
 [SerializeField] private float walkBobAmount = 0.05f;
 [SerializeField] private float sprintBobSpeed = 18f;
 [SerializeField] private float sprintBobAmount = 0.1f;
 [SerializeField] private float crouchBobSpeed = 8f;
 [SerializeField] private float crouchBobAmount = 0.025f;
 private float defaultYPos = 0;
 private float timer;

 private Camera playerCamera;
 private CharacterController characterController;

 private Vector3 moveDirection;
 private Vector2 currentInput;

 private float rotationX = 0;

 void Awake()
 {
     playerCamera = GetComponentInChildren<Camera>();
     characterController = GetComponent<CharacterController>();
     defaultYPos = playerCamera.transform.localPosition.y;
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }

 void Update()
 {
     if (CanMove)
     {
         HandleMovementInput();
         HandleMouseLook();

         if (canJump)
             HandleJump();

         if (canCrouch)
             handleCrouch();

         if (canUseHeadbob)
             HandleHeadbob();

         ApplyFinalMovements();
     }
 }

 private void HandleMovementInput()
 {
     currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));

     float moveDirectionY = moveDirection.y;
     moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y);
     moveDirection.y = moveDirectionY;
 }

 private void HandleMouseLook()
 {
     rotationX -= Input.GetAxis("Mouse Y") * lookSpeedY;
     rotationX = Mathf.Clamp(rotationX, -upperLookLimit, lowerLookLimit);
     playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
     transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeedX, 0);
 }

 private void HandleJump()
 {
     if (ShouldJump)
         moveDirection.y = jumpForce;
 }

 private void handleCrouch()
 {
     if (ShouldCrouch)
         StartCoroutine(CrouchStand());
 }

 private void HandleHeadbob()
 {
     if (!characterController.isGrounded) return;

     if(Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
     {
         timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
         playerCamera.transform.localPosition = new Vector3(
             playerCamera.transform.localPosition.x,
             defaultYPos + Mathf.Sin(timer) * (isCrouching ? crouchBobAmount : IsSprinting ? sprintBobAmount : walkBobAmount),
             playerCamera.transform.localPosition.z);
     }
 }

 private void ApplyFinalMovements()
 {
     if (!characterController.isGrounded)
         moveDirection.y -= gravity * Time.deltaTime;

     characterController.Move(moveDirection * Time.deltaTime); 
 }

 private IEnumerator CrouchStand()
 {
     if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
         yield break;

     duringCrouchAnimation = true;

     float timeElapsed = 0;
     float targetHeight = isCrouching ? standingHeight : crouchHeight;
     float currentHeight = characterController.height;
     Vector3 targetCenter = isCrouching ? standingCenter : crouchingCenter;
     Vector3 currentCenter = characterController.center;

     while(timeElapsed < timeToCrouch)
     {
         characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
         characterController.center = Vector3.Lerp(currentCenter, targetCenter, timeElapsed / timeToCrouch);
         timeElapsed += Time.deltaTime;
         yield return null;
     }

     characterController.height = targetHeight;
     characterController.center = targetCenter;

     isCrouching = !isCrouching;

     duringCrouchAnimation = false;
 }
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Answer by Venividiviciuus · 4 days ago

if the problem persists, declare a new bool ShouldStand, ShouldCrouch - relatively GetKeyUp, GetKeyDown

you have to code the rest

 private void HandleCrouch()
  {
     if (ShouldCrouch)
      StartCoroutine(Crouching());
  if (ShouldStand)
      StartCoroutine(Standing());
  }


FinalResult:

 private bool ShouldCrouch => Input.GetKeyDown(crouchKey) && !duringCrouchAnimation && characterController.isGrounded;
 private bool ShouldStand=> Input.GetKeyUp(crouchKey) && !duringCrouchAnimation && characterController.isGrounded; 
 
 private void HandleCrouch()
  {
      if (ShouldCrouch)
  {
      StartCoroutine(Crouching());
  isCrouching = !isCrouching;
  }
  if (ShouldStand)
  {
      StartCoroutine(Standing());
  isCrouching = !isCrouching;
  }
  }
 
  private IEnumerator Crouching()
  {
      if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
          yield break;
 
      duringCrouchAnimation = true;
      float timeElapsed = 0;
      float targetHeight = standingHeight
      float currentHeight = characterController.height;
      Vector3 targetCenter = standingCenter
      Vector3 currentCenter = characterController.center;
      while(timeElapsed < timeToCrouch)
      {
          characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
          characterController.center = Vector3.Lerp(currentCenter, targetCenter, timeElapsed / timeToCrouch);
          timeElapsed += Time.deltaTime;
          yield return null;
      }
      characterController.height = targetHeight;
      characterController.center = targetCenter;
 
      duringCrouchAnimation = false;
  }
 
  private IEnumerator Standing()
  {
      if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
          yield break;
 
      duringCrouchAnimation = true;
      float timeElapsed = 0;
      float targetHeight = crouchHeight;
      float currentHeight = characterController.height;
      Vector3 targetCenter = crouchingCenter;
      Vector3 currentCenter = characterController.center;
      while(timeElapsed < timeToCrouch)
      {
          characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
          characterController.center = Vector3.Lerp(currentCenter, targetCenter, timeElapsed / timeToCrouch);
          timeElapsed += Time.deltaTime;
          yield return null;
      }
      characterController.height = targetHeight;
      characterController.center = targetCenter;
 
      duringCrouchAnimation = false;
  }
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