player move unity

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player script

    public float runspead=10;

    public float nespead=-5;

    public float spead=5;

    public Animator playerAN;

    private void Awake()

    {

        playerAN = GetComponent();

    }

    void Update()

    {

        if (Input.GetKey(KeyCode.LeftShift))

        {

            playerAN.SetBool("isbackr", false);

            transform.position = transform.position + transform.forward * runspead * Time.deltaTime;

            playerAN.SetBool("iswalk", false);

           playerAN.SetBool("run",true);

        }

        if (Input.GetKeyUp(KeyCode.LeftShift))

        {

            playerAN.SetBool("isbackr", false);

            playerAN.SetBool("iswalk", false);

            playerAN.SetBool("run", false);

        }

        if (Input.GetKey(KeyCode.W))

        {

            playerAN.SetBool("run", false);

            playerAN.SetBool("isbackr", false);

            transform.position = transform.position + transform.forward * spead * Time.deltaTime;

           playerAN.SetBool("iswalk",true);

        }

        if (Input.GetKeyUp(KeyCode.W))

        {

            playerAN.SetBool("run", false);

            playerAN.SetBool("isbackr", false);

            playerAN.SetBool("iswalk", false);

        }

        if (Input.GetKey(KeyCode.S))

        {

          

            transform.position = transform.position + transform.forward * nespead * Time.deltaTime;

            playerAN.SetBool("isbackr",true);

            playerAN.SetBool("run", false);

            playerAN.SetBool("iswalk",false);

        }

        if (Input.GetKeyUp(KeyCode.S))

        {

            playerAN.SetBool("isbackr", false);

            playerAN.SetBool("run", false);

            playerAN.SetBool("iswalk", false);

        }

      

        

    }

camera move

 float mouseX;

    float mouseY;

    SceneManager levels;

    public float sensitivity = 100f;

    public Transform player;

    float rotation = 0f;

    public float minAngle = -90f;

    public float maxAngle = 90f;

    // Start is called before the first frame update

    void Start()

    {

        Cursor.visible = false;

    }

    // Update is called once per frame

    void Update()

    {

        mouseX = Input.GetAxis("Mouse X") * sensitivity;

        mouseY = Input.GetAxis("Mouse Y") * sensitivity;

        rotation -= mouseY;

        rotation = Mathf.Clamp(rotation, minAngle, maxAngle);

        transform.localRotation = Quaternion.Euler(rotation, 0, 0);

        player.Rotate(Vector3.up * mouseX);

     

        if (Input.GetKey(KeyCode.E))

        {

            Cursor.visible = true;

        }

        if (Input.GetKey(KeyCode.Q))

        {

            Cursor.visible = false;

        }

    }

Platforms
Release date
Developer
Tomyousef
Age rating
Not rated

System requirements for Android

System requirements for Linux

System requirements for macOS

System requirements for PC

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player move unity screenshot, image №3650805 - RAWG
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Last Modified: Nov 14, 2022

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