Nouveau script de vue à la 1ère personne
Lorsque vous créez un projet Unity, Vous remarquerez dans le dossier Standards asset/Prefabs un prefab nommé first person controller. Sur ce dernier est mis un script nommé FPSWalker qui contrôle le déplacement à la 1ère personne.
Une nouvelle version nommée FPSWalkerEnhanced est sortie et apporte des fonctions supplémentaires dans les features ci-dessous :
* Walk Speed: how fast the player moves when walking (the default).
* Run Speed: how fast the player moves when running.
* Toggle Run: If checked, the player can toggle between running and walking by pressing the run button (there must be a button set up in the Input Manager called « Run »). If not checked, the player normally walks unless holding down the run button.
* Jump Speed: How high the player jumps when hitting the jump button (there must be a button set up in the Input Manager called « Jump », which there is by default).
* Gravity: How fast the player falls when not standing on anything.
* Falling Damage Threshold: How many units the player can fall before taking damage when landing. The script as-is merely prints the total number of units that the player fell if this happens, but the FallingDamageAlert function can be changed to do anything the programmer desires. The « fallDistance » local variable in this function contains the number of vertical units between the initial point of « catching air » and the final impact point. If falling damage is irrelevant, change the number to « Infinity » in the inspector, and the function will never be called.
* Slide When Over Slope Limit: If checked, the player will slide down slopes that are greater than the Slope Limit as defined by the Character Controller. Attempting to jump up such slopes will also fail. The player has no control until resting on a surface that is under the Slope Limit.
* Slide On Tagged Objects: If checked, the player will slide down any objects tagged « Slide » when standing on them, regardless of how much or little they are sloped. (The tag « Slide » must be added to the Tag Manager.) This can be used to create chutes, icy surfaces, etc. Note that tagged objects with zero slope will cause sliding in an undefined direction.
* Slide Speed: How fast the player slides when on slopes as defined above.
* Air Control: If checked, the player will be able to control movement while in the air, except when Slide When Over Slope Limit/Slide On Tagged Objects is enabled and the player is jumping off a slope over the limit (otherwise the player would be able to jump up supposedly inaccessible slopes).
* Anti Bump Factor: An amount used to reduce or eliminate the « bumping » that can occur when walking down slopes, which is a result of the player constantly toggling between walking and falling small distances. The default of .75 is sufficient for most cases, although a little bit can still occur on steep slopes, assuming sliding isn’t enabled. Larger amounts will stop this from ever happening, but too much can result in excessive falling speeds when stepping over an edge. Very small amounts will enable bumping, if that’s desired for some reason.
* Anti Bunny Hop Factor: Bunny hopping is repeated jumping by virtue of continuously holding down the jump button. Often considered annoying and silly, especially in multiplayer games. If the anti-hop value is at least 1, the player must release the jump button (and the release-and-hold-in-the-air trick is ineffective), and be grounded for the specified number of physics frames before being able to jump again. If the value is 0, then bunny hopping is allowed. If using noticeably large values, implementing some kind of visual indicator of jump availability is recommended to avoid player frustration.