Anonymous
Problem mit der Rotationsachse des starren Körpers des FPS-Charakters
Post
by Anonymous » 04 Jan 2026, 21:23
Unerwünschte Drehung: Wenn ich springe oder mich seitwärts bewege, dreht sich das Spielerobjekt von selbst. Wenn ich die Y-Achse in Rigidbody-Einschränkungen sperre, funktioniert mein Maus-Look-Skript nicht mehr richtig.
Ich habe versucht:
Wenn ich die Kamera in Unity auf der Y-Achse einfriere, bewegt sich die Kamera, als ob sie befestigt wäre, und es sieht so aus, als würde sie einen FPS-Einbruch erleben.
Code: Select all
using System;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerControl : MonoBehaviour
{
[SerializeField] Camera p_camera;
[SerializeField] InputActionAsset p_inputMap;
//Input//
InputAction m_lookAction;
InputAction m_moveAction;
InputAction m_jumpAction;
Vector2 moveActions;
Vector2 lookActions;
private Rigidbody rb;
private float xRotation;
private float yRotation;
[SerializeField] float sensitivity;
[SerializeField] float maxSpeed;
[SerializeField] float airAccel;
[SerializeField] float groundAccel;
[SerializeField] float deAccel;
[SerializeField] float jumpForce;
[SerializeField] bool isGround;
private void Awake()
{
rb = GetComponent();
//İmleç ayarları.
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
//Input maping
m_lookAction = p_inputMap.FindAction("Player/Look");
m_moveAction = p_inputMap.FindAction("Player/Move");
m_jumpAction = p_inputMap.FindAction("Player/Jump");
m_lookAction.Enable();
m_moveAction.Enable();
m_jumpAction.Enable();
}
// Her framede çalışır
void Update()
{
Look();
}
//Her fizik saniyesindi çalışıyor
private void FixedUpdate()
{
Move();
Jump();
}
//Gorund check yapıldığı yer
private void OnTriggerStay(Collider other)
{
isGround = true;
}
private void OnTriggerExit(Collider other)
{
isGround = false;
}
void Look()
{
//Fare inputlarını güncellemem
lookActions = m_lookAction.ReadValue();
//Mouse delta değerleri okuma
float mouseX = lookActions.x * sensitivity * Time.deltaTime;
float mouseY = lookActions.y * sensitivity * Time.deltaTime;
//Mouse yukarı-aşağı
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -89f, 89f);
//Mouse sağa-sola
yRotation = mouseX;
//Kamerayı çevirme yukarı-aşağı
p_camera.transform.localRotation = Quaternion.Euler(xRotation, 0, 0);
//Karakteri sağa-sola çevirme
transform.Rotate(Vector3.up * mouseX);
}
void Move()
{
// TODO: Bunnyhop,acseleriti,airacseleriti ve deaceleriti ekle.
moveActions = m_moveAction.ReadValue();
float currentAccel = isGround ? groundAccel : airAccel;
Vector3 moveDir = transform.forward * moveActions.y + transform.right * moveActions.x;
Vector3 targetVelocity = moveDir * maxSpeed;
Vector3 currentHorizontalVelocity = new(rb.linearVelocity.x, 0, rb.linearVelocity.z);
Vector3 newHorizontalVelocity = Vector3.MoveTowards(currentHorizontalVelocity, targetVelocity, currentAccel);
Vector3 newHorizontalDeAccel = Vector3.MoveTowards(currentHorizontalVelocity, targetVelocity, deAccel);
float walkSpeed = newHorizontalVelocity.magnitude;
Debug.Log(walkSpeed);
if (moveActions.magnitude > 0)
{
rb.linearVelocity = new Vector3(newHorizontalVelocity.x, rb.linearVelocity.y, newHorizontalVelocity.z);
}
else
{
rb.linearVelocity = new Vector3(newHorizontalDeAccel.x, rb.linearVelocity.y, newHorizontalDeAccel.z);
}
}
void Jump()
{
if (isGround)
{
if (m_jumpAction.IsPressed())
{
rb.linearVelocity = new Vector3(rb.linearVelocity.x, jumpForce, rb.linearVelocity.z);
}
}
}
}
1767558186
Anonymous
[b]Unerwünschte Drehung:[/b] Wenn ich springe oder mich seitwärts bewege, dreht sich das Spielerobjekt von selbst. Wenn ich die Y-Achse in Rigidbody-Einschränkungen sperre, funktioniert mein Maus-Look-Skript nicht mehr richtig. [b]Ich habe versucht:[/b] Wenn ich die Kamera in Unity auf der Y-Achse einfriere, bewegt sich die Kamera, als ob sie befestigt wäre, und es sieht so aus, als würde sie einen FPS-Einbruch erleben. [code]using System; using UnityEngine; using UnityEngine.InputSystem; public class PlayerControl : MonoBehaviour { [SerializeField] Camera p_camera; [SerializeField] InputActionAsset p_inputMap; //Input// InputAction m_lookAction; InputAction m_moveAction; InputAction m_jumpAction; Vector2 moveActions; Vector2 lookActions; private Rigidbody rb; private float xRotation; private float yRotation; [SerializeField] float sensitivity; [SerializeField] float maxSpeed; [SerializeField] float airAccel; [SerializeField] float groundAccel; [SerializeField] float deAccel; [SerializeField] float jumpForce; [SerializeField] bool isGround; private void Awake() { rb = GetComponent(); //İmleç ayarları. Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; //Input maping m_lookAction = p_inputMap.FindAction("Player/Look"); m_moveAction = p_inputMap.FindAction("Player/Move"); m_jumpAction = p_inputMap.FindAction("Player/Jump"); m_lookAction.Enable(); m_moveAction.Enable(); m_jumpAction.Enable(); } // Her framede çalışır void Update() { Look(); } //Her fizik saniyesindi çalışıyor private void FixedUpdate() { Move(); Jump(); } //Gorund check yapıldığı yer private void OnTriggerStay(Collider other) { isGround = true; } private void OnTriggerExit(Collider other) { isGround = false; } void Look() { //Fare inputlarını güncellemem lookActions = m_lookAction.ReadValue(); //Mouse delta değerleri okuma float mouseX = lookActions.x * sensitivity * Time.deltaTime; float mouseY = lookActions.y * sensitivity * Time.deltaTime; //Mouse yukarı-aşağı xRotation -= mouseY; xRotation = Mathf.Clamp(xRotation, -89f, 89f); //Mouse sağa-sola yRotation = mouseX; //Kamerayı çevirme yukarı-aşağı p_camera.transform.localRotation = Quaternion.Euler(xRotation, 0, 0); //Karakteri sağa-sola çevirme transform.Rotate(Vector3.up * mouseX); } void Move() { // TODO: Bunnyhop,acseleriti,airacseleriti ve deaceleriti ekle. moveActions = m_moveAction.ReadValue(); float currentAccel = isGround ? groundAccel : airAccel; Vector3 moveDir = transform.forward * moveActions.y + transform.right * moveActions.x; Vector3 targetVelocity = moveDir * maxSpeed; Vector3 currentHorizontalVelocity = new(rb.linearVelocity.x, 0, rb.linearVelocity.z); Vector3 newHorizontalVelocity = Vector3.MoveTowards(currentHorizontalVelocity, targetVelocity, currentAccel); Vector3 newHorizontalDeAccel = Vector3.MoveTowards(currentHorizontalVelocity, targetVelocity, deAccel); float walkSpeed = newHorizontalVelocity.magnitude; Debug.Log(walkSpeed); if (moveActions.magnitude > 0) { rb.linearVelocity = new Vector3(newHorizontalVelocity.x, rb.linearVelocity.y, newHorizontalVelocity.z); } else { rb.linearVelocity = new Vector3(newHorizontalDeAccel.x, rb.linearVelocity.y, newHorizontalDeAccel.z); } } void Jump() { if (isGround) { if (m_jumpAction.IsPressed()) { rb.linearVelocity = new Vector3(rb.linearVelocity.x, jumpForce, rb.linearVelocity.z); } } } } [/code]