First Person Camera Movement C# (Unity)

Medium Difficulty

Our Folder Structure

The script for 1st Person Movement :

The code itself is self explanatory

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

[RequireComponent(typeof(CharacterController))]
public class FPSController : MonoBehaviour
{
    public Camera playerCamera;
    public float walkSpeed = 6f;
    public float runSpeed = 12f;
    public float jumpPower = 7f;
    public float gravity = 10f;


    public float lookSpeed = 2f;
    public float lookXLimit = 45f;


    Vector3 moveDirection = Vector3.zero;
    float rotationX = 0;

    public bool canMove = true;


    CharacterController characterController;
    void Start()
    {
        characterController = GetComponent<CharacterController>();
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    void Update()
    {

        #region Handles Movment
        Vector3 forward = transform.TransformDirection(Vector3.forward);
        Vector3 right = transform.TransformDirection(Vector3.right);

        // Press Left Shift to run
        bool isRunning = Input.GetKey(KeyCode.LeftShift);
        float curSpeedX = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
        float curSpeedY = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
        float movementDirectionY = moveDirection.y;
        moveDirection = (forward * curSpeedX) + (right * curSpeedY);

        #endregion

        #region Handles Jumping
        if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
        {
            moveDirection.y = jumpPower;
        }
        else
        {
            moveDirection.y = movementDirectionY;
        }

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

        #endregion

        #region Handles Rotation
        characterController.Move(moveDirection * Time.deltaTime);

        if (canMove)
        {
            rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
            rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
            playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
            transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
        }

        #endregion
    }
}

Add Script to the capsule


Vector3

Vector 3 is used in 3D World or scene where Vector 2 is for 2D , Vector3(x,y,z) while vector2(x,y)


Delta Time

deltaTime

Rendering and script execution takes time. It differs every frame. If you want ~60 fps, you will not have stable fps - but differing amounts of time passing each frame. You could wait if you are too fast, but you cannot skip rendering when you are slower than expected.

To handle different lenghts of frames, you get the "Time.deltaTime".


That's all

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