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Start your free trialChristopher Taylor
626 Pointsfrog will not move correctly
from keeps going back in default position and with move only when i move it certain ways. using UnityEngine; using System.Collections;
public class playerMovement : MonoBehaviour { private Animator playerAnimator; private float moveHorizontal; private float moveVertical; private Vector3 movement; private float turningSpeed = 20f; private Rigidbody playerRigidbody;
// Use this for initialization
void Start () {
// Gather the componets from player Gameobject
playerAnimator = GetComponent<Animator> ();
playerRigidbody = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
// gather input from the keyboard
moveHorizontal = Input.GetAxisRaw ("Horizontal");
moveVertical = Input.GetAxisRaw ("Vertical");
movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
}
void FixedUpdate () {
// if player movement vector does not equal zero play the jump animation otherwise do not
// then create a target rotation based on movement vector.
Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);
// create another rotation that moves from the current rotation to the target rotation
Quaternion newRotation = Quaternion.Lerp(playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);
// change players rotation to new incremental rotation
playerRigidbody.MoveRotation(newRotation);
if (movement != Vector3.zero){
playerAnimator.SetFloat ("Speed", 3f);
}else{
playerAnimator.SetFloat ("Speed", 0f);
}
}
}
1 Answer
Jacob Cordeiro
2,796 PointsPlayerMovement at the top isn't capitalized, and you don't have; playerFootsteps.enabled = false;
Heres what its supposed to look like
using UnityEngine;
using System.Collections;
public class PlayerMovement : MonoBehaviour {
private Animator playerAnimator;
private float moveHorizontal;
private float moveVertical;
private Vector3 movement;
private float turningSpeed = 20f;
private Rigidbody playerRigidbody;
// Use this for initialization
void Start () {
playerAnimator = GetComponent<Animator> ();
playerRigidbody = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
moveHorizontal = Input.GetAxisRaw ("Horizontal");
moveVertical = Input.GetAxisRaw ("Vertical");
movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
}
void FixedUpdate () {
if (movement != Vector3.zero) {
Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);
Quaternion newRotation = Quaternion.Lerp (playerRigidbody.rotation, targetRotation,turningSpeed * Time.deltaTime);
playerRigidbody.MoveRotation(newRotation);
playerAnimator.SetFloat ("Speed", 3f);
playerFootsteps.enabled = true;
} else {
playerAnimator.SetFloat ("Speed", 0f);
playerFootsteps.enabled = false;
}
}
}