# Walking On Walls With Mouselook!

 0 Hi! I just started using unity recently and I already figured out how to do a few simple things. My problem is as follows: I would like a script that would make the character be able to walk on walls (in other words, change gravity to the opposite of the character's normal) all while being able to use mouselook as well. I found this code, which looks and works great, except for the fact that the "a" and "d" keyes turn the character instead of making it sidestep. Any help would be appreciated! Here's the code I found earlier. Thanks in advance! :D By the way, the script is added to an empty which has rigid body and a box collider. ``````var moveSpeed: float = 8; // move speed var turnSpeed: float = 90; // turning speed (degrees) var gravity: float = 10; // character gravity var isGrounded: boolean; var deltaGround: float = 0.2; // character is grounded up to this distance var jumpSpeed: float = 10; // vertical jump initial speed var jumpRange: float = 10; // range to detect target wall private var myNormal: Vector3; // character normal private var turnAngle: float = 0; // current character direction private var distGround: float; // distance from character position to ground private var jumping = false; // flag "I'm jumping to wall" private var vertSpeed: float = 0; // vertical jump current speed function Start(){ myNormal = transform.up; // starting character normal rigidbody.freezeRotation = true; // disable physics rotation // distance from transform.position to ground distGround = collider.size.y / 2 - collider.center.y; } function FixedUpdate(){ // apply constant weight force rigidbody.AddForce(-gravity * myNormal); } function Update(){ var ray: Ray; var hit: RaycastHit; if (!jumping){ // does nothing while jumping to wall if (Input.GetButtonDown("Jump")){ // jump pressed: ray = Ray(transform.position, transform.forward); if (Physics.Raycast(ray, hit, jumpRange)){ // wall ahead? JumpToWall(hit.point, hit.normal); // yes: jump to the wall } else if (isGrounded){ // no: if grounded, jump up vertSpeed = jumpSpeed; } } else { var turn = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime; turnAngle = (turnAngle + turn) % 360; // update character direction ray = Ray(transform.position, -myNormal); // cast ray downwards if (Physics.Raycast(ray, hit)){ // use it to update myNormal and isGrounded isGrounded = hit.distance <= distGround + deltaGround; myNormal = Vector3.Lerp(myNormal, hit.normal, Time.deltaTime); } else { isGrounded = false; } // rotate character to myNormal... var rot = Quaternion.FromToRotation(Vector3.up, myNormal); rot *= Quaternion.Euler(0,turnAngle,0); // and to current direction transform.rotation = rot; var move = Input.GetAxis("Vertical") * moveSpeed * Vector3.forward; move.y = vertSpeed; // include jump speed, if any transform.Translate(move * Time.deltaTime, Space.Self); // move the character vertSpeed -= gravity * Time.deltaTime; // apply gravity to jump, if any if (vertSpeed < 0) vertSpeed = 0; // clamp to zero } } } function JumpToWall(point: Vector3, normal: Vector3){ // jump to wall jumping = true; // signal it's jumping to wall rigidbody.isKinematic = true; // disable physics while jumping var orgPos = transform.position; var orgRot = transform.rotation; var dstPos = point + normal * (distGround + 0.5); // will jump to 0.5 above wall var dir = dstPos - orgPos; var dstRot = Quaternion.FromToRotation(Vector3.up, normal); dstRot *= Quaternion.Euler(0, turnAngle, 0); // keep character direction for (var t: float = 0.0; t < 1.0; ){ t += Time.deltaTime; transform.position = Vector3.Lerp(orgPos, dstPos, t); transform.rotation = Quaternion.Slerp(orgRot, dstRot, t); yield; // return here next frame } myNormal = normal; // update myNormal rigidbody.isKinematic = false; // enable physics jumping = false; // jumping to wall finished } `````` more ▼ asked May 30 '12 at 09:44 PM TheTimeLord 0 ● 1 ● 1 ● 2 can you use lookAt while walking on the wall? iam using a similar script and cant use lookat while wall walking any tips? Feb 14 at 12:42 AM MiraiTunga LookAt makes it so that the Y axis of whatever transform you are affecting points as close to "up" in worldspace as possible.If I had to guess, it's probably using Quaternion.SetLookRotation() to do this. You should be able to use this function to manipulate whatever it is you want to look in a specific direction and have the Y axis point towards the character's relative "up."for example (not real code): ``````transform.localRotation = Quaternion.LookRotation(directionToLookIn, transform.localRotation * Vector3.up); ``````You'll have to do some work to get the specifics, but that is most definitely the function you want to work with. Check it out in the Scripting Reference. Feb 14 at 12:58 AM drizztmainsword thanks for the hint this is what iam using now ``````player.transform.localRotation = Quaternion.LookRotation(objectIWantlookat.transform.localPosition- player.transform.localPosition ); ``````its working when i look at the object on the original floor but when i try look at an object on the wall i am currently walking on my character is just shaking Feb 14 at 01:30 AM MiraiTunga my actual question is on this link Feb 14 at 01:59 AM MiraiTunga Got it to work!! used raycast and Rotate Feb 16 at 06:29 AM MiraiTunga add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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 0 Alright.First, to disable rotation with the a and d keys, find these lines and comment them out: ``````var turn = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime; turnAngle = (turnAngle + turn) % 360; // update character direction ``````Now, to make it so that you strafe, find this line: ``````var move = Input.GetAxis("Vertical") * moveSpeed * Vector3.forward; ``````And under it add: ``````move.x = Input.GetAxix("Horizontal") * moveSpeed; ``````That should work. If you are strafing, but in opposite directions, add a "`*-1`" to the end of that line. If you are moving backwards and forwards (which shouldn't happen, but hey), change "`move.x`" to "`move.z`". more ▼ answered Jun 02 '12 at 08:23 AM drizztmainsword 243 ● 1 ● 4 ● 5 That's great, thanks! It works well, but there's one problem that I can't figure out. Everything works except for the horizontal mouse look. I can move my character forwards backwards, strafe and jump. It also does the gravity thing, and I can make the camera look up and down. The only thing it's not letting me do is rotating the character using the mouselook script. What could the problem be? Thanks in advance! Jun 10 '12 at 02:57 PM TheTimeLord Right, so when you edited the script, we disabled the the horizontal axis. To get it to map to the mouse, you should be able to grab the horizontal mouse information from Input.Try changing those first two lines you commented out to read like this:var turn = Input.GetAxis("Mouse X') * turnSpeed * Time.deltaTime; turnAngle = (turnAngle + turn) % 360;That might be your ticket, though you'll probably have to tweak whatever the value of "turnSpeed" is. If turning with the mouse still feels strange, trying removing the " * Time.deltaTime" bit from that line and see if it works any better. Jun 10 '12 at 08:11 PM drizztmainsword add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users
 0 Thanks it worked great! I didn't realize it could have been something as small as one name but hey, that's code for you! :D more ▼ answered Jun 11 '12 at 01:45 AM TheTimeLord 0 ● 1 ● 1 ● 2 add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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asked: May 30 '12 at 09:44 PM

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Last Updated: Feb 16 at 06:29 AM