/* Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care. Simple flycam I made, since I couldn't find any others made public. Made simple to use (drag and drop, done) for regular keyboard layout wasd : basic movement shift : Makes camera accelerate space : Moves camera on X and Z axis only. So camera doesn't gain any height*/ var mainSpeed : float = 100.0; //regular speed var shiftAdd : float = 250.0; //multiplied by how long shift is held. Basically running var maxShift : float = 1000.0; //Maximum speed when holdin gshift var camSens : float = 0.25; //How sensitive it with mouse private var lastMouse = Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play) private var totalRun : float = 1.0; function Update () { lastMouse = Input.mousePosition - lastMouse ; lastMouse = Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 ); lastMouse = Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0); transform.eulerAngles = lastMouse; lastMouse = Input.mousePosition; //Mouse camera angle done. //Keyboard commands var f : float = 0.0; var p = GetBaseInput(); if (Input.GetKey (KeyCode.LeftShift)){ totalRun += Time.deltaTime; p = p * totalRun * shiftAdd; p.x = Mathf.Clamp(p.x, -maxShift, maxShift); p.y = Mathf.Clamp(p.y, -maxShift, maxShift); p.z = Mathf.Clamp(p.z, -maxShift, maxShift); } else{ totalRun = Mathf.Clamp(totalRun * 0.5, 1, 1000); p = p * mainSpeed; } p = p * Time.deltaTime; if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only f = transform.position.y; transform.Translate(p); transform.position.y = f; } else{ transform.Translate( p); } } private function GetBaseInput() : Vector3 { //returns the basic values, if it's 0 than it's not active. var p_Velocity : Vector3; if (Input.GetKey (KeyCode.W)){ p_Velocity += Vector3(0, 0 , 1); } if (Input.GetKey (KeyCode.S)){ p_Velocity += Vector3(0, 0 , -1); } if (Input.GetKey (KeyCode.A)){ p_Velocity += Vector3(-1, 0 , 0); } if (Input.GetKey (KeyCode.D)){ p_Velocity += Vector3(1, 0 , 0); } return p_Velocity; }