Realistic Sniper and Ballistics
  • Welcome
  • Introduction
    • Feature List
    • Why/How is it used?
    • Quick Setup
  • Getting Started
    • Getting Started
    • Environment Properties
    • Bullet Properties
    • Object Poolers
    • Sniper and Ballistics System
    • Firing a Bullet
    • Listening to Hit Events
      • Spawning Particles on Hit
      • Hit Tags
    • Zero Distances
    • Wind Vector
    • Air Resistance
    • Spin Drift
    • Ballistic Surfaces - Penetration
    • Ballistic Surfaces - Ricochet
    • Bullet Time Effects
      • Target
      • Bullet
      • Firing with Bullet Time
      • Bullet Time Camera - Default
      • Writing your Own Bullet Time Camera
    • Dynamic Scope System
    • Incorporating Player
      • Player Movement Controller
      • Motion Controller
      • Camera Controller
      • Player With Weapon
    • Mobile Controls
    • Conclusion
  • API
    • API Welcome
    • Sniper and Ballistics System
    • Dynamic Scope System
    • Player Movement Controller
    • Motion Controller
    • Ballistic Surface
    • Environment Properties
    • Ballistics Utility
    • Bullet Time Utility
Powered by GitBook
On this page

Was this helpful?

  1. Getting Started
  2. Incorporating Player

Player Movement Controller

PreviousIncorporating PlayerNextMotion Controller

Last updated 3 years ago

Was this helpful?

If you click on the Player Without Weapon prefab we have put into our scene, you will see that it has a Character Controller and a PlayerMovementController.cs component. This is what makes our player walk, sprint & jump.

You can take a look at the inside of PlayerMovementController.cs script to see how the movement is handled. It has a very basic state-machine setup, so that we can listen to events to see when the player's movement state has changed. You can play with the movement speeds, jump height, gravity etc. to change the behavior of the movement script.

PlayerMovementController.cs