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DannyKong6

14
Posts
1
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1
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A member registered Jun 05, 2024

Recent community posts

o

:(

yo can you add more movement to the burg64 its annoying how you haev to walk everywhere and u cant run, also the fun feature to mario64 is taht it has cool movement so PLEASE

hard

why

why is/was this so populer

idk bout that but i think hes just annoying af

Crying Emoji GIFs | Tenorit broke 

thank you so much!

ur free to ask for code anytime ^_^

first off can you add cameo charecters like scratch cat or rayman

second PLEASE ADD MORE UOPDATES I LOVE THISS!!!!!

the bot is op

GBA Jam 2024 community · Created a new topic WUT THE THEME

I couldn't find where the theme is (if there even is a theme) please respond 

(1 edit)

inform me if the code doesn't work, I just want to help you with some code, I Aswell am not looking for a team, but I thought maybe I could try to help, I'm not the best at coding so prob won't work but I gave it a try for u so here is the code for a player first person controller.

using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class FirstPersonController : MonoBehaviour

{

    public float movementSpeed = 5.0f;

    public float lookSpeed = 2.0f;

    public float lookXLimit = 45.0f;

    public float jumpSpeed = 8.0f;

    public float gravity = 20.0f;

    private CharacterController characterController;

    private Vector3 moveDirection = Vector3.zero;

    private float rotationX = 0;

    void Start()

    {

        characterController = GetComponent<CharacterController>();

        Cursor.lockState = CursorLockMode.Locked;

        Cursor.visible = false;

    }

    void Update()

    {

        if (characterController.isGrounded)

        {

            Vector3 forward = transform.TransformDirection(Vector3.forward);

            Vector3 right = transform.TransformDirection(Vector3.right);

            float curSpeedX = movementSpeed * Input.GetAxis("Vertical");

            float curSpeedY = movementSpeed * Input.GetAxis("Horizontal");

            moveDirection = (forward * curSpeedX) + (right * curSpeedY);

            if (Input.GetButton("Jump"))

            {

                moveDirection.y = jumpSpeed;

            }

        }

        moveDirection.y -= gravity * Time.deltaTime;

        characterController.Move(moveDirection * Time.deltaTime);

        rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;

        rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);

        Camera.main.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);

        transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);

        if (Input.GetKeyDown(KeyCode.Escape))

        {

            Cursor.lockState = CursorLockMode.None;

            Cursor.visible = true;

        }

    }

}