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Start your free trialryan lynch
155 PointsCode not registering keyboard inputs
Here is my code for this part of the lesson. Everything is literally mirrored from the lesson plan (I checked the whole thing 3 times to be sure) I have no idea what I'm doing wrong.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Animator playerAnimator;
private float moveHorizontal;
private float moveVertical;
private Vector3 movement;
private float turningSpeed = 20f;
private Rigidbody playerRigidbody;
// Use this for initialization
void Start()
{
// Gather components from the Player GameObject
playerAnimator = GetComponent<Animator>();
playerRigidbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
// Gather input from the keyboard
moveHorizontal = Input.GetAxisRaw ("Horizontal");
moveVertical = Input.GetAxisRaw ("Vertical");
movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
}
void FixedUpate ()
{
//if the players movement vector does not = 0...
if (movement != Vector3.zero)
{
//...then create a target rotation based on the movement vector...
Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);
//and create another rotation that moves from the current rotation to the target rotation
Quaternion newRotation = Quaternion.Lerp(playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);
//..and change the players rotation to the new incremental rotation...
playerRigidbody.MoveRotation(newRotation);
//then play the jump animation.
playerAnimator.SetFloat("Speed", 3f);
}
else
{
//Otherwise dont play the jump animation
playerAnimator.SetFloat("Speed", 0f);
}
}
}
1 Answer
Lucas Zebeda
1,412 PointsI had this issue aswell. I restarted Unity and when I looked at the player my playerMovement disappeared. When I put it back in the everything worked just fine.