Game Development Reference
In-Depth Information
4. We compute the displacement vector for the player in this frame with move-
mentDirection * movespeed (remember that movespeed is smoothly inter-
polated and moveDirection is smoothly rotated toward targetDirec-
ton ).
We scale displacement by Time.delta time (the amount of real time that
has elapsed since the last frame). We do this so that our calculation is time
dependent rather than frame rate dependent as shown in the following code:
Vector3 displacement =
moveDirection * moveSpeed *
Time.deltaTime;
5. Then, we move the character by invoking the move method on the Char-
acterController component of the player, passing the displacement
vector as a parameter as follows:
this.GetComponent<CharacterController>()
.Move(displacement);
6. Finally, we assign the rotation of MoveDirection to the rotation of the trans-
form as follows:
transform.rotation =
Quaternion.LookRotation (moveDirection);
Search WWH ::




Custom Search