What happens here is we create a new Vector3 variable named “ movementVector“, and its value on the X axis is xInput multiplied with movePower. Inside the Movement() method, write the following code. Now, whenever we use the reference “ rb“, we can use the Rigidbody that is attached to the player object. The word “gameObject” refers to the game object the script is attached to, unless specified otherwise. We have to make a reference to a Rigidbody component, and then get the component from this game object. This will handle all the physics movement for our character.įor movement, we obviously want to give instructions to the Rigidbody component of the Player object, but how do we do that? We need to create a new void method called “ Movement()“. This is useful for making tweaks and adjustments to gameplay settings and then testing them in Play Mode. Values for a public variable can be set in the Inspector. This will serve as the multiplier for the movement speed. Now the user’s input is stored into xInput every frame, and we can use it to move the character later.Ĭreate a new public float variable named “ movePower“. Then we call the GetInputs() method inside Update().ĭone. Sounds complicated, but it’s quite simple. In this method, we set xInput to have the value of the player’s horizontal axis input. We need it to move the character left and right accordingly.Ĭreate a float variable and name it “ xInput“.Ĭreate a new void method and name it “ GetInputs()“. Once we understand this, we are ready to start coding proper.įirst, we need to store the player’s horizontal input into a variable. This is useful for our camera, to reduce jitter. LateUpdate() is called every frame, but only after Update() is done for the frame. This should be used for dealing with physics. Update() is continuously called every frame.įixedUpdate() relates to the physics, and is called on a set time, independent of the frames per second. Start() is called only once, when the program starts. We use the term FPS, frames per second, as an important metric for performance. A frame rate is how many frames there are in a second, and that generally makes the experience look more fluid. Read the link below.Ī frame is a picture drawn, rendered, to the screen. This is less ominous than it sounds like. You should see “Assembly-CSharp” in the top left corner.īefore we start coding, we should know a few things about Unity’s execution order. (This will also name the class inside the script.) We start by going into the Project tab and the Scripts folder.Ĭreate a new C# script and name it “ Player“. Buckle up, this part will have some new information. Soon we will have our first features ready. We now have a level, a game object to use as a player, and the physics to support movement. In this part of the series we will actually program something real.
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