public float speed = 5;
void Update() {
float x = Input.GetAxisRaw("Horizontal");
float y = Input.GetAxisRaw("Vertical");
gameObject.transform.Translate(new Vector3(x,y,0) * speed * Time.deltaTime);
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class 2dMovement : MonoBehaviour
{
//This also works with joystick, PS this is topdown movement
private Rigidbody2D rb;
public float MoveSpeed = 15f;
void Start ()
{
rb = GetComponent<Rigidbody2D>();
}
void Update ()
{
private float vertical;
private float horizontal;
horizontal = Input.GetAxisRaw("Horizontal");
vertical = Input.GetAxisRaw("Vertical");
}
private void FixedUpdate()
{
rb.velocity = new Vector2(horizontal * MoveSpeed, vertical * MoveSpeed);
}
}
//make sure to add a CharacterController to the thing that you want to move
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
CharacterController characterController;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public float speed = 9.0f;
private Vector3 moveDirection = Vector3.zero;
private void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
var horizontal = Input.GetAxis("Horizontal");
var vertical = Input.GetAxis("Vertical");
transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));
if (characterController.isGrounded)
{
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
moveDirection *= speed;
if (Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
}
moveDirection.y -= gravity * Time.deltaTime;
characterController.Move(moveDirection * Time.deltaTime);
}
}