// This makes the character turn to face the current movement speed per default. var autoRotate : boolean = true; var maxRotationSpeed : float = 360; private var motor : CharacterMotor; // Use this for initialization function Awake () { motor = GetComponent(CharacterMotor); } // Update is called once per frame function Update () { // Get the input vector from keyboard or analog stick var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); if (directionVector != Vector3.zero) { // Get the length of the directon vector and then normalize it // Dividing by the length is cheaper than normalizing when we already have the length anyway var directionLength = directionVector.magnitude; directionVector = directionVector / directionLength; // Make sure the length is no bigger than 1 directionLength = Mathf.Min(1, directionLength); // Make the input vector more sensitive towards the extremes and less sensitive in the middle // This makes it easier to control slow speeds when using analog sticks directionLength = directionLength * directionLength; // Multiply the normalized direction vector by the modified length directionVector = directionVector * directionLength; } // Rotate the input vector into camera space so up is camera's up and right is camera's right directionVector = Camera.main.transform.rotation * directionVector; // Rotate input vector to be perpendicular to character's up vector var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up); directionVector = (camToCharacterSpace * directionVector); // Apply the direction to the CharacterMotor motor.inputMoveDirection = directionVector; motor.inputJump = Input.GetButton("Jump"); // Set rotation to the move direction if (autoRotate && directionVector.sqrMagnitude > 0.01) { var newForward : Vector3 = ConstantSlerp( transform.forward, directionVector, maxRotationSpeed * Time.deltaTime ); newForward = ProjectOntoPlane(newForward, transform.up); transform.rotation = Quaternion.LookRotation(newForward, transform.up); } } function ProjectOntoPlane (v : Vector3, normal : Vector3) { return v - Vector3.Project(v, normal); } function ConstantSlerp (from : Vector3, to : Vector3, angle : float) { var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to)); return Vector3.Slerp(from, to, value); } // Require a character controller to be attached to the same game object @script RequireComponent (CharacterMotor) @script AddComponentMenu ("Character/Platform Input Controller")