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two collider

Move the game figure with the character controller

Posted on 24 December 202525 December 2025 By Claudia Wendt No comments to move the game figure with the character controller
Move the game figure with the character controller

A character controller is a script that makes your character move. In order for your character to move, you need a script that tells your character controller what to do.

You first need an asset from the Asset Store. Your character has one Sprite renderer. You also need the main camera and various tiles that assemble your level. The platforms should have colliders. In addition, one should Collider be present for the floor and some background graphics.

First you need a character controller. You paste this into a folder of your choice in Unity. Select the player and add the script there.

Move the game figure with the character controller

It looks like this:

Move the game figure with the character controller

Various settings for the character can be made here. You have the option to adjust the jumping force, the ducking speed in the form of “crouch speed”, and the smoothness of movement. Make sure to activate Air Control. Use the “What is Ground” option to set the surface your character runs on. For example, select everything here and then remove the player. Select as at the top right Layer the player.

Then there are three more empty spaces:

Ground Check: It is checked whether the playing figure is on the ground.

Ceiling Check: When you crouch, a check is made to see if there is a blanket over your head

To make the checks possible, you need empty objects that determine what is where. Create a first object via Create -> Empty Object and copy it with Ctrl + D. Move the respective objects to the uppermost section of the figure and to the lower section. Name the upper object Ceiling Check and the lower object Ground Check.

Move the game figure with the character controller

Drag these into the respective slots of the player.

Move the game figure with the character controller

Next, add one Rigidbody Add 2D to add physics to your character.

Move the game figure with the character controller

Your character should have a higher gravity than the other game objects. So increase the gravity to, for example, 3.

In addition, your character should always be straight and not rotate. Therefore choose constraints and set the rotation on the Z-axis.

Move the game figure with the character controller

Next, your character needs a collider, otherwise it will simply fall through the screen. You can work with different colliders according to the figure. This can also make the game feel more realistic. You can use circular colliders and box colliders, for example. You have the option of adding a circle collider. First adjust the box collder and add or adjust the circle collider.

Move the game figure with the character controller

 

Move the game figure with the character controller

Now you can add your PlayerMovement script:

Go to Add Component–> Enter PlayerMovement and select New Script and Create and Add.

Move the game figure with the character controller

Double-click it to open it in Visual Studio.

If the script is grayed out, right-click on Inspector at the top and select Debug mode. Then you can open the document with Visual Studio.

The whole thing now looks like this:

Move the game figure with the character controller

First, a reference from the PlayerMovement script to the character controller is required. This tells them what should happen to the character.

You need the following line:

public CharacterController2D controller;

Move the game figure with the character controller

Then the Character Controller 2D appears in the Player Movement Script:

Move the game figure with the character controller

There you can drag and drop your character controller script into it.

Move the game figure with the character controller

Would you under void Update () {

controller.Move (); If you were writing, you would tell the system to move your character.

But that is not enough. You have to specify where you want your character to move, as well as the direction and speed. For this the control of the player is necessary. So you add the following:

For the input from the player you need the input class:

Input.GetAxosRaw ("Horizontal")

The value is usually between -1 and 1. That depends on the user input.

The left arrow or the A key stands for -1.

The right arrow or D stands for 1.

This also applies to the controller.

You also need the Debug.Log command:

This Debug.log command sends a message to the console.

At the end the line looks like this:

Debug.Log (Input.GetAxisRaw ("Horizontal"));

The console reacts to the new input. If you press the arrow keys in the respective directions, the console shows the following:

Move the game figure with the character controller

The script now looks like this:

Move the game figure with the character controller

The system then registers the entry.

The next aspect we need is the fixed update. With this input, the computer updates the screen with each frame.

You need the following input:

void FixedUpdate ()

{

// Move our character

}

This section takes care of the transfer of player input to the character.

You can delete void Start.

So you have the following script:

Move the game figure with the character controller

The user input must be transferred from one function to another. For this you need a variable.

You need the following line:

float horizontalMove = 0f;

Then the character should be moved. You therefore write the following under FixedUpdate:

controller.Move (horizontalMove);

With the variable (horizontalMove) you specify how much the figure should be moved.

You also have to tell the system that the character shouldn't crouch or jump.

The first false refers to crouching and the second false to jumping.

controller.Move (horizontalMove, false, false);

Move the game figure with the character controller

Now the speed is needed:

public float runSpeed ​​= 40f;

Now you multiply the horizontal input with the runSpeed.

horizontalMove = Input.GetAxisRaw ("Horizontal") * runSpeed;

The FixedUpdate must also be multiplied by the Time.fixedDeltaTime:

controller.Move (horizontalMove * Time.fixedDeltaTime, false, false);

The function determines that the movement is always fixed in the same value.

Your finished script for the movement will look like this:

Move the game figure with the character controller

Fixed update means that the function can be called countless times without any other result.

When the figure falls, it briefly shifts to the ground. To eliminate this, choose the Rigidbody 2D of the figure and change the Collision Detection from Discrete to Continuous. This adjustment ensures that the figure does not slide into the ground.

Table of Contents

Toggle
  • The jumping
  • How your character crouches

The jumping

Now jumping is added. The system has to make the figure jump when you press a certain button.

You need the following line:

if (Input. GetButtonDown ("Jump))

Move the game figure with the character controller

This information must now also be transferred to the FixedUpdate area. For this you need a variable.

For this you need a Boolean operator. This means that the result can only be true or false:

bool jump = false;

In addition, there are the conditions that the jump button must be pressed in order for the character to jump.

So it must be added to the condition that:

jump = true;

The jump variable is added to the fixed update area. If the key is not pressed, the character should no longer hop. So in the fixed update area jump = false; added.

The script looks like this:

Move the game figure with the character controller

Now your figure is jumping.

You need physics material so that your figure does not get stuck on platforms while jumping, but glides smoothly down.

To do this, select Create–> Physics Material 2D in the project window

Move the game figure with the character controller
Move the game figure with the character controller

The following settings are available:

Move the game figure with the character controller

Set Friction and Bounciness to 0.

Select the player and drag the physics material into the material slot on the collider.

Move the game figure with the character controller

If you use more colliders, add this to the other collider as well.

How your character crouches

The inputs for the character movements can be found in the Unity project settings.

Move the game figure with the character controller

Select the gate for jumping and click with the right mouse button on "Jump". Choose Duplicate Array Element.

Move the game figure with the character controller

This creates another input option for crouching your character.

Move the game figure with the character controller

An alternative key can be defined for the keyboard layout. This is the Alt Positive Button or the Alternative Positive Button.

The crouching must now be incorporated into the script:

In the update area: if (Input.GetButtonDown ("Crouch"))

A boolean factor must also be added:

bool crouch = false;

Crouch is added to the Fixed Update area.

Crouching doesn't work in the same way as jumping. You don't want your figure to crouch for a moment and then stop. The crouching should end when the button for crouching is released. Your character should only crouch when you hold down the key.

Now you need the following line:

else if (Input.GetButtonUp ("Crouch"))

{

crouch = false;

You're telling the system that if you don't press a button, your character won't crouch.

Move the game figure with the character controller

Now, when you press the crouch button, nothing will happen because crouching is done through animation.

For crouching to work, select your character's collider and drag it into the Crouch Disable Collider.

Move the game figure with the character controller

This makes crouching possible for your figure. Now your character fits between two levels. However, you still need an animation to crouch.

 

 

Originally posted on 2020-04-16 21:22:43.

Views: 1.851
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Games and poetry Tags:Unity

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yt.innertube :: nextIdneverThis cookie, set by YouTube, registers a unique ID to store data on what videos from YouTube the user has seen.
yt.innertube :: requestsneverThis cookie, set by YouTube, registers a unique ID to store data on what videos from YouTube the user has seen.
Non-Necessary
Other uncategorized cookies are those that are being analyzed and have not been classified into a category as yet.
CookieDurationDescription
_auid1 yearNo description available.
active_template :: 3326192 days

No description

appReleaseSessionNo description available.
BACKENDIDSessionNo description available.
dspid1 yearNo description available.
ezoab_3326192 hoursNo description
ezoadgid_332619classNo description
ezopvc_332619classNo description
ezref_3326192 hoursNo description
ezosuibasgeneris-11 yearNo description
ezovid_332619classNo description
ezovuuid_332619classNo description
ezovuuidtime_3326192 daysNo description
ezux_lpl_3326191 yearNo description
f_0013 monthsNo description
g_0011 dayNo description
gt_auto_switch1 monthNo description available.
lp_332619classNo description
mts_id9 years 10 month 8 daysNo description available.
mts_id_last_sync9 years 10 month 8 daysNo description available.
pvc_visits [0]1 yearThis cookie is created by post-views-counter. This cookie is used to count the number of visits to a post. It also helps in preventing repeat views of a post by a visitor.
sickleSessionNo description available.
sickleSessionNo description available.
userId5 months 27 daysNo description
xtc1 year 1 monthNo description
performance
Performance cookies are used to understand and analyze the key performance indexes of the website which help in delivering a better user experience for the visitors.
CookieDurationDescription
AWSALB7 daysAWSALB is an application load balancer cookie set by Amazon Web Services to map the session to the target.
ezds7 yearsThe ezds cookie is set by the provider Ezoic, and is used for storing the pixel size of the user's browser, to personalize user experience and ensure content fits.
ezoab_10342 hoursEzoic uses this cookie to split test different features and functionality.
ugh7 yearsThe ezohw cookie is set by the provider Ezoic, and is used for storing the pixel size of the user's browser, to personalize user experience and ensure content fits.
ymex1 yearYandex sets this cookie to collect information about the user behavior on the website. This information is used for website analysis and for website optimization.
yuids1 yearYandex stores this cookie in the user's browser in order to recognize the visitor.
Others
Other uncategorized cookies are those that are being analyzed and have not been classified into a category as yet.
CookieDurationDescription
_auid1 yearNo description available.
active_template :: 3326192 days

No description

appReleaseSessionNo description available.
BACKENDIDSessionNo description available.
dspid1 yearNo description available.
ezoab_3326192 hoursNo description
ezoadgid_332619classNo description
ezopvc_332619classNo description
ezref_3326192 hoursNo description
ezosuibasgeneris-11 yearNo description
ezovid_332619classNo description
ezovuuid_332619classNo description
ezovuuidtime_3326192 daysNo description
ezux_lpl_3326191 yearNo description
f_0013 monthsNo description
g_0011 dayNo description
gt_auto_switch1 monthNo description available.
lp_332619classNo description
mts_id9 years 10 month 8 daysNo description available.
mts_id_last_sync9 years 10 month 8 daysNo description available.
pvc_visits [0]1 yearThis cookie is created by post-views-counter. This cookie is used to count the number of visits to a post. It also helps in preventing repeat views of a post by a visitor.
sickleSessionNo description available.
sickleSessionNo description available.
userId5 months 27 daysNo description
xtc1 year 1 monthNo description
Analytics
Analytical cookies are used to understand how visitors interact with the website. These cookies help provide information on metrics on the number of visitors, bounce rate, traffic source, etc.
CookieDurationDescription
__gads1 year 24 daysThe __gads cookie, set by Google, is stored under DoubleClick domain and tracks the number of times users see an advertise, measures the success of the campaign and calculates its revenue. This cookie can only be read from the domain they are set on and will not track any data while browsing through other sites.
_gu1 monthThis cookie is set by the provider Getsitecontrol. This cookie is used to distinguish the users.
_ym_d1 yearYandex sets this cookie to store the date of the users first site session.
_ym_isad20 hoursYandex sets this cookie to determine if a visitor has ad blockers.
_ym_uid1 yearYandex sets this cookie to identify site users.
atrandneverAddThis sets this cookie to track page visits, sources of traffic and share counts.
CONSENT2 yearsYouTube sets this cookie via embedded youtube videos and registers anonymous statistical data.
CONSENT2 yearsYouTube sets this cookie via embedded youtube videos and registers anonymous statistical data.
I d1 year 24 daysThis cookie is owned by Rocketfuel and collects anonymous user data to target audiences and deliver personalized ads.
ezepvv1 dayThis cookie is set by the provider Ezoic to track what pages the user has viewed.
ezoadgid_1034classEzoic uses this cookie to record an ID for the user's age and gender category.
ezref_10342 hoursEzoic uses this cookie to store the referring domain, ie the website the user was on, before he came to the current website.
ezouspvaSessionThe ezouspva cookie is set by the provider Ezoic and is used to track the number of pages a user has visited all time.
ezouspvvSessionThe ezouspvv cookie is set by the provider Ezoic and is used to track the number of pages a user has visited all time.
UserID13 monthsThis cookie is set by ADITION Technologies AG, as a unique and anonymous ID for the visitor of the website, to identify unique users across multiple sessions.
uvc1 year 1 monthSet by addthis.com to determine the usage of addthis.com service.
yabs pageSessionYandex sets this cookie to store the session ID.
Yandexuid1 yearYandex sets this cookie to identify site users.
Functional
Functional cookies help to perform certain functionalities like sharing the content of the website on social media platforms, collect feedback, and other third-party features.
CookieDurationDescription
__atuvc1 year 1 monthAddThis sets this cookie to ensure that the updated count is seen when one shares a page and returns to it, before the share count cache is updated.
__atuvsclassAddThis sets this cookie to ensure that the updated count is seen when one shares a page and returns to it, before the share count cache is updated.
__cf_bmclassThis cookie, set by Cloudflare, is used to support Cloudflare Bot Management.
pll_language1 yearThe pll _language cookie is used by Polylang to remember the language selected by the user when returning to the website, and also to get the language information when not available in another way.
pll_language1 yearThe pll _language cookie is used by Polylang to remember the language selected by the user when returning to the website, and also to get the language information when not available in another way.
SAVE & ACCEPT
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