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CharacterController.Move

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public function Move(motion: Vector3): CollisionFlags;
public CollisionFlags Move(Vector3 motion);

Description

A more complex move function taking absolute movement deltas.

Attempts to move the controller by motion, the motion will only be constrained by collisions. It will slide along colliders. CollisionFlags is the summary of collisions that occurred during the Move. This function does not apply any gravity.

    /// This script moves the character controller forward
    /// and sideways based on the arrow keys.
    /// It also jumps when pressing space.
    /// Make sure to attach a character controller to the same game object.
    /// It is recommended that you make only one call to Move or SimpleMove per frame.

var speed : float = 6.0; var jumpSpeed : float = 8.0; var gravity : float = 20.0;

private var moveDirection : Vector3 = Vector3.zero;

function Update() { var controller : CharacterController = GetComponent.<CharacterController>(); if (controller.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed;

if (Input.GetButton ("Jump")) { moveDirection.y = jumpSpeed; } }

// Apply gravity moveDirection.y -= gravity * Time.deltaTime;

// Move the controller controller.Move(moveDirection * Time.deltaTime); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float speed = 6.0F; public float jumpSpeed = 8.0F; public float gravity = 20.0F; private Vector3 moveDirection = Vector3.zero; void Update() { CharacterController controller = GetComponent<CharacterController>(); if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) moveDirection.y = jumpSpeed; } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }