using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif /// /// Simple first/third-person style character controller driven by a /// : WASD for horizontal movement and Space to jump. /// /// Movement can be camera-relative (W moves away from the camera) so it feels /// natural with the fixed scene camera. Gravity and jumping are integrated /// manually because CharacterController does not apply physics on its own. /// /// The script reads input through the new Input System (Keyboard.current) when it /// is enabled, and falls back to the legacy Input Manager otherwise. The project /// currently runs the new Input System only. /// /// Attach this to the Player GameObject (the one that owns the CharacterController). /// /// Note: the class is intentionally named PlayerCharacterController to avoid a /// name clash with Unity.VisualScripting's example "PlayerController" type. /// [RequireComponent(typeof(CharacterController))] [DisallowMultipleComponent] public class PlayerCharacterController : MonoBehaviour { [Header("Movement")] [Tooltip("Horizontal movement speed in units per second.")] public float moveSpeed = 4f; [Tooltip("If ON, WASD is interpreted relative to the camera (W = away from " + "the camera). If OFF, WASD moves along the world X/Z axes.")] public bool cameraRelative = true; [Tooltip("Camera used for camera-relative movement. Empty = Camera.main.")] public Transform cameraTransform; [Header("Rotation")] [Tooltip("If ON, the character smoothly turns to face its movement direction.")] public bool rotateTowardMovement = true; [Tooltip("Turn speed in degrees per second (used when 'Rotate Toward Movement' is on).")] public float rotationSpeed = 720f; [Header("Jump & Gravity")] [Tooltip("Peak jump height in units.")] public float jumpHeight = 1.2f; [Tooltip("Gravity in units per second squared (negative = downward).")] public float gravity = -19.62f; [Tooltip("Small downward velocity kept while grounded so the controller " + "stays firmly on the ground (and isGrounded stays reliable).")] public float groundedStickVelocity = -2f; [Header("Slope Sliding")] [Tooltip("If ON, the character slides down surfaces steeper than the " + "CharacterController's Slope Limit (and off sharp edges/corners) " + "instead of balancing on them.")] public bool slideDownSteepSlopes = true; [Tooltip("How quickly the slide accelerates while on a too-steep surface " + "(units per second squared).")] public float slideAcceleration = 20f; [Tooltip("Maximum downhill slide speed (units per second).")] public float maxSlideSpeed = 8f; [Tooltip("How much steering control the player keeps while sliding " + "(0 = none, 1 = full normal control).")] [Range(0f, 1f)] public float slideControl = 0.3f; private CharacterController _controller; private float _verticalVelocity; // Ground contact normal collected from the latest Move (used for slope sliding). private Vector3 _groundNormal = Vector3.up; private bool _groundNormalUpdated; private float _slideSpeed; void Awake() { _controller = GetComponent(); if (cameraTransform == null && Camera.main != null) cameraTransform = Camera.main.transform; } void Update() { // --- Read input ----------------------------------------------------- float h = 0f, v = 0f; bool jumpPressed = false; #if ENABLE_INPUT_SYSTEM var keyboard = Keyboard.current; if (keyboard != null) { if (keyboard.aKey.isPressed) h -= 1f; if (keyboard.dKey.isPressed) h += 1f; if (keyboard.sKey.isPressed) v -= 1f; if (keyboard.wKey.isPressed) v += 1f; jumpPressed = keyboard.spaceKey.wasPressedThisFrame; } #else h = Input.GetAxisRaw("Horizontal"); v = Input.GetAxisRaw("Vertical"); jumpPressed = Input.GetButtonDown("Jump"); #endif // --- Build the horizontal move direction ---------------------------- Vector3 inputDir = new Vector3(h, 0f, v); if (inputDir.sqrMagnitude > 1f) inputDir.Normalize(); Vector3 moveDir; if (cameraRelative && cameraTransform != null) { // Project the camera axes onto the ground plane so movement stays horizontal. Vector3 forward = cameraTransform.forward; forward.y = 0f; forward.Normalize(); Vector3 right = cameraTransform.right; right.y = 0f; right.Normalize(); moveDir = forward * inputDir.z + right * inputDir.x; } else { moveDir = inputDir; } // --- Evaluate the ground slope (for sliding) ------------------------ // The ground normal is gathered in OnControllerColliderHit during the // previous Move. If it is steeper than the controller's Slope Limit, the // surface is too steep to stand on (this also covers balancing on a sharp // box edge/corner, whose contact normal is steep). float slopeAngle = Vector3.Angle(_groundNormal, Vector3.up); bool onSteepSlope = slideDownSteepSlopes && _controller.isGrounded && slopeAngle > _controller.slopeLimit + 0.01f; // --- Gravity & jumping --------------------------------------------- if (_controller.isGrounded) { // Reset accumulated fall speed and keep a small downward bias on the ground. if (_verticalVelocity < 0f) _verticalVelocity = groundedStickVelocity; // No jumping off a slope that is too steep to stand on. if (jumpPressed && !onSteepSlope) _verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity); } _verticalVelocity += gravity * Time.deltaTime; // --- Slope sliding -------------------------------------------------- Vector3 slideVelocity = Vector3.zero; if (onSteepSlope) { // Steepest-descent direction along the slope surface. Vector3 slideDir = Vector3.ProjectOnPlane(Vector3.down, _groundNormal).normalized; // Accelerate the slide up to the maximum slide speed. _slideSpeed = Mathf.Min(_slideSpeed + slideAcceleration * Time.deltaTime, maxSlideSpeed); slideVelocity = slideDir * _slideSpeed; // While sliding the player keeps only reduced steering control. moveDir *= slideControl; } else { _slideSpeed = 0f; } // --- Apply movement ------------------------------------------------- Vector3 velocity = moveDir * moveSpeed + slideVelocity + Vector3.up * _verticalVelocity; // Reset the per-frame ground-normal collection, then Move (which fires // OnControllerColliderHit), then fall back to "up" if nothing was hit. _groundNormalUpdated = false; _controller.Move(velocity * Time.deltaTime); if (!_groundNormalUpdated) _groundNormal = Vector3.up; // --- Rotate toward the movement direction --------------------------- if (rotateTowardMovement && moveDir.sqrMagnitude > 0.0001f) { Quaternion target = Quaternion.LookRotation(moveDir, Vector3.up); transform.rotation = Quaternion.RotateTowards( transform.rotation, target, rotationSpeed * Time.deltaTime); } } /// /// Collects the ground contact normal during . /// Walls and ceilings (normal pointing sideways or down) are ignored; among the /// upward-facing contacts the flattest one is kept, which represents the surface /// the character is actually standing on. /// private void OnControllerColliderHit(ControllerColliderHit hit) { // Ignore near-vertical walls and ceilings. if (hit.normal.y <= 0.05f) return; // Keep the flattest (most supportive) contact seen this frame. if (!_groundNormalUpdated || hit.normal.y > _groundNormal.y) { _groundNormal = hit.normal; _groundNormalUpdated = true; } } }