#thread6
1 messages · Page 1 of 1 (latest)
thread
so first all, what sort of perspective are you working with, 3d/2d? Topdown, sidescroller, first person etc
okay, so what method are you using for movement?
tbh i was watching a brackeys video so idk really know what method it was but i have the code as a picture
alright, well better to make it a pastebin link if it's fairly long but yeah when you do watch videos you should pause and get a general idea of why your typing certain code
also something that took me awhile to catch onto is "methods" are just what people call functions in C#, there's a lot of nomenclature but you'll get the hang of it. Feels like everytime I ask a question, I get corrected on terminology lol
at the beginning it wasnt that confusing but then when it got to Mathf and Atan2 i was getting confused
oh, how's your Trig?
if you are talking about Trigonometry it is horrible also this is my first unity game so i might not no much
ah okay, it's something you'll want to brush up on then because a lot of stuff is based on vectors and a lot of using vectors goes hand in hand with trig
ok
But really you shouldn't need that for movement
could you throw the code you have for moving your player into a pastebin (and select C# in it) please?
one sec
want the link
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
and this script is attached to the player object yes?
what's in the CharacterController class?
what's that mean
oh my bad, I thought that was a class you made, apparently that's a built in unity class
oh cause i saw the public class but i didnt see CharacterContriller class
Controller*
I haven't messed around with that functionality of Unity yet, just been doing rigidbody manipulation myself. But it seems like it has a jumping functionality baked into it
In your movement script do you understand what part of it is actually performing the movement?
the specific method that is
ye
okay sweet, so yeah if your player object has a rigid body with gravity on it, you should be able to figure out the jump stuff from there
you'll likely want to mess around with those gravity and mass values though, too much and it won't appear like your player is jumping--it will be but just it's not enough force to actually make it get off the ground
So i actually have a code with movement and jumping but the the camera doesnt work and you cant go around so idk if i could just code something for just the camera
hmm, yeah I wouldn't be a good person to ask on that, I haven't done much with the camera myself. I'm doing 2D so the camera controls for that are pretty basic