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Cómo mover jugador en ejemplo de código de unidad 3d

Ejemplo 1: personaje de movimiento de unidad

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [SerializeField] private float speed = 5.0f;

    private void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");
        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));
    }
}

Ejemplo 2: unidad de movimiento 3d

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThirdPersonMovement : MonoBehaviour
{

   



 public CharacterController controller;
    public Transform cam;


    public float speed = 6f;


    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;   




    void Update()
    {

        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {

            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;                       
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);
        
        
        }

    }
}

Ejemplo 3: cómo mover al jugador en unity 3d

float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); float speed = 5.0f;  void Update(){     transform.position = new Vector3(horizontal, 0, vertical) * speed * Time.deltaTime; }

Ejemplo 4: secuencia de comandos de movimiento del jugador de la unidad

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MoveMe : MonoBehaviour {     public float speed = 6.0F;     public float jumpSpeed = 8.0F;      public float gravity = 20.0F;     private Vector3 moveDirection = Vector3.zero;     private float turner;     private float looker;     public float sensitivity;      // Use this for initialization     void Start () {              }          // Update is called once per frame     void Update () {         CharacterController controller = GetComponent<CharacterController>();         // is the controller on the ground?         if (controller.isGrounded) {             //Feed moveDirection with input.             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));             moveDirection = transform.TransformDirection(moveDirection);             //Multiply it by speed.             moveDirection *= speed;             //Jumping             if (Input.GetButton("Jump"))                 moveDirection.y = jumpSpeed;          }         turner = Input.GetAxis ("Mouse X")* sensitivity;         looker = -Input.GetAxis ("Mouse Y")* sensitivity;         if(turner != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (0,turner,0);         }         if(looker != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (looker,0,0);         }         //Applying gravity to the controller         moveDirection.y -= gravity * Time.deltaTime;         //Making the character move         controller.Move(moveDirection * Time.deltaTime);     } }
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