<実現したいこと>
AssetStoreで無料配布されているStandardAssetsの中のFPScontrollerというPrefabを使い、アクションゲームのようなものを作りたいのですが、FPScontrollerの視点が左右にしか動きません
私はUnityの知識が浅いのでスクリプトは何もいじっていません。変更した点はエラーが出ていたのでエラーの指示の通りに直しただけです。
先程も言いましたが知識が浅いので移動のスクリプトがどれなのかわかりませんが、それに当たると思われるスクリプトを掲載しますが、間違っている可能性があります。
<画像>
↑初期視点
↑右に向いた時の視点(初期視点右に移っているビル)
↑マウスを上に動かしたときの視点(上下に動きません。)
###<コード>
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; #pragma warning disable 618, 649 namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; [SerializeField] private AudioClip m_JumpSound; [SerializeField] private AudioClip m_LandSound; private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } private void FixedUpdate() { float speed; GetInput(out speed); Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); m_MouseLook.UpdateCursorLock(); } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } int n = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[n]; m_AudioSource.PlayOneShot(m_AudioSource.clip); m_FootstepSounds[n] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } private void GetInput(out float speed) { float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } } }
<試したこと>
検索(キーワード:Unity FPScontroller 上下視点 参照したサイトのURL:URL)
を見ると、子オブジェクトの位置を変えると直るという検索結果が出たのですがどれも子オブジェクトに入っていませんでした。
<その他>
Unityのバージョン:2019.3.0f6
回答1件
あなたの回答
tips
プレビュー
バッドをするには、ログインかつ
こちらの条件を満たす必要があります。