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Walk always on the ground

Hello guys. i'm looking to make able my player to stay always on the ground, for example i have a cube and my player walk on it, when is on the edge of the cube it will just to walk on the other face...

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How to make a character walk and attack in 2.5D kind of game in unity2D ?

when i place a troop character in origin region it should find treasure and move towards it. in between of that there will be some tower and some bomber they will try to destroy the Troop. troop had to...

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Joystick gamepad input overly sensitive

Hi all, **Context:** I'm currently trying to build a platformer which differentiates between walk / run based on the magnitude of the vector returned by the horizontal joystick input on a gamepad. I'm...

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why my Animation "Run" wont work

Hello! Good am/pm, im new in coding and i have an issue on my script because when i press **left shift** and **w** the run animation are mixing with walk animation and sometimes the run animation will...

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When i jump in front of a wall and going forward, the player go down glitchy...

When i try to climb a wall of a more height than the max slope variable in the character controller, but if i jump and go forward, the distance from the player and the upper side of the wall its less...

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The player doesn't jump to the left with the W key pressed

For some reason, when I try to jump to the left with W it doesn't work. I implemented the jump and the walk, in 2 separated functions on the player controller, and works fine when I don't press W. And...

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Character controller with key click to move forward

I want to create 3D character controller where when the 'W' key is pressed once, the player begins to walk continuously until 'S' key is pressed to stop the player. When walking, if 'W' key is pressed...

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Character controller with key click to move forward

I want to create 3D character controller where when the 'W' key is pressed once, the player begins to walk continuously until 'S' key is pressed to stop the player. When walking, if 'W' key is pressed...

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