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When I press play my character controller turns black, the size on the z axis is 0 and all the kids will not be seen. Now the factor this solely occurs once I press play — if I do not, all the pieces is okay in my scene and recreation view.
Player transfer script
utilizing System.Collections;
utilizing System.Collections.Generic;
utilizing UnityEngine;
public class PlayerMove : MonoBehaviour
{
public CharacterController controller;
public float gravity = -30;
public float sphereRadius = 0.2f;
public Transform groundCheck;
public LayerMask groundMask;
public float jumpHeight = 3f;
public float sprintSpeed = 20f;
public float walkSpeed = 15f;
public float crouchHeight = 0.5f;
public float crouchSpeed;
public float startHeight;
personal Vector3 velocity;
personal bool isGrounded = true;
personal float pace;
personal void Start() {
velocity.y = 0f;
pace = walkSpeed;
crouchSpeed = pace / 2;
startHeight = rework.localScale.y;
}
// Update known as as soon as per body
personal void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.place, sphereRadius, groundMask);
float x = Input.GetAxisRaw("Horizontal");
float z = Input.GetAxisRaw("Vertical");
Vector3 transfer = rework.proper * x + rework.ahead * z;
controller.Move(transfer.normalized * pace * Time.deltaTime);
if (velocity.y < -0.35f)
{
velocity.y = -0.35f;
}
// Jumping and crouching
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = jumpHeight;
} else if (Input.GetKey(KeyCode.LeftShift)) {
pace -= 7.5f;
rework.localScale = new Vector3(rework.localScale.x, crouchHeight, rework.localRotation.z);
} else if (!Input.GetKey(KeyCode.LeftShift)) {
pace = walkSpeed;
rework.localScale = new Vector3(rework.localScale.x, startHeight, rework.localRotation.z);
}
// Sprinting
if (Input.GetKey(KeyCode.LeftControl))
{
pace = sprintSpeed;
}
else if (!Input.GetKey(KeyCode.LeftControl))
{
pace = walkSpeed;
}
velocity.y += gravity * Time.deltaTime * Time.deltaTime;
controller.Move(velocity);
}
}
Player script
utilizing System.Collections;
utilizing System.Collections.Generic;
utilizing UnityEngine;
public class Player : MonoBehaviour
{
public float well being = 100f;
public void TakeDamage(float quantity)
{
well being -= quantity;
if (well being <= 0)
Destroy(gameObject);
}
}
Camera look script
utilizing System.Collections;
utilizing System.Collections.Generic;
utilizing UnityEngine;
public class CameraLook : MonoBehaviour
{
public float sensitivity = 100f;
public Transform playerBody;
personal float xRotation;
personal void Start() {
Cursor.lockState = CursorLockMode.Locked;
Cursor.seen = false;
}
// Update known as as soon as per body
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
rework.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
Here is a comparability for when i’m taking part in vs when not
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