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Ali
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added 3002 characters in body
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Ali
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I'm making a 2D platformer game with Unity and I have some problems with the new Input System. Also, I'm using PlayerInput component with invoke unity events behavior. In fact, I downloaded a player controller code from GitHub to use it as a guide so I used it in my actual player controller. But there is a problem and that is the code is using the old Input and I don't know how to change "Input.GetAxis" and what is the equivalent in the new system. I've read many documents about it and I know that there is no official equivalent but there should be a way to get the same output. And other than this you may find some mistakes in the code and I would appreciate If you guide me. Thanks Thanks in advance.

This is my Player Controller.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerController : MonoBehaviour
{
    private PlayerInputActions controls;

    private Rigidbody2D rb;
    private Animator anim;
    private bool facingRight = true;
    private float moveInput;
    public Transform feetPos;
    public float jumpInput;
    public float speed;

    [SerializeField] float JumpVelocity = 5;
    float JumpPressedRemember = 0;
    [SerializeField] float JumpPressedRememberTime = 0.2f;

    float GroundedRemember = 0;

    [SerializeField] float GroundedRememberTime = 0.25f;
    [SerializeField] float HorizontalAcceleration = 1;
    [SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
    [SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
    [SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
    [SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;

    private void Awake()
    {
        controls = new PlayerInputActions();
    }

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
    }

    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<float>();
    }

    public void OnJump(InputAction.CallbackContext context)
    {
        JumpVelocity = context.ReadValue<float>();
    }

    void FixedUpdate()
    {
        rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
      
        if (facingRight == false && moveInput > 0)
        {
            Flip();
        }
        else if (facingRight == true && moveInput < 0)
        {

            Flip();
        }
    }

    void Flip()
    {
        facingRight = !facingRight;
        Vector3 Scaler = transform.localScale;
        Scaler.x *= -1;
        transform.localScale = Scaler;
    }

    void Update()
    {
        Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
        Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
        bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0);

        GroundedRemember -= Time.deltaTime;

        if (Grounded)
        {
            GroundedRemember = GroundedRememberTime;
        }

        JumpPressedRemember -= Time.deltaTime;

        if (controls.Player.Jump.triggered)
        {
            JumpPressedRemember = JumpPressedRememberTime;
        }

        if (controls.Player.Jump.triggered)
        {
            if (rb.velocity.y > 0)
            {
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * JumpHeight);
            }
        }

        if ((JumpPressedRemember > 0) && (GroundedRemember > 0))
        {
            JumpPressedRemember = 0;
            GroundedRemember = 0;
            rb.velocity = new Vector2(rb.velocity.x, JumpVelocity);
        }

        float HorizontalVelocity = rb.velocity.x;
        HorizontalVelocity += Input.GetAxisRaw("Horizontal");

        if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.01f)
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
        else if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) != Mathf.Sign(HorizontalVelocity))
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
        else
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);

        rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
    }
}

And this is the code that I downloaded from GitHub.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
[SerializeField]
LayerMask lmWalls;

[SerializeField]
float fJumpVelocity = 5;

Rigidbody2D rigid;

float fJumpPressedRemember = 0;
[SerializeField]
float fJumpPressedRememberTime = 0.2f;

float fGroundedRemember = 0;
[SerializeField]
float fGroundedRememberTime = 0.25f;

[SerializeField]
float fHorizontalAcceleration = 1;
[SerializeField]
[Range(0, 1)]
float fHorizontalDampingBasic = 0.5f;
[SerializeField]
[Range(0, 1)]
float fHorizontalDampingWhenStopping = 0.5f;
[SerializeField]
[Range(0, 1)]
float fHorizontalDampingWhenTurning = 0.5f;

[SerializeField]
[Range(0, 1)]
float fCutJumpHeight = 0.5f;

void Start ()
{
    rigid = GetComponent<Rigidbody2D>();
}

void Update ()
{
    Vector2 v2GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
    Vector2 v2GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
    bool bGrounded = Physics2D.OverlapBox(v2GroundedBoxCheckPosition, v2GroundedBoxCheckScale, 0, lmWalls);

    fGroundedRemember -= Time.deltaTime;
    if (bGrounded)
    {
        fGroundedRemember = fGroundedRememberTime;
    }

    fJumpPressedRemember -= Time.deltaTime;
    if (Input.GetButtonDown("Jump"))
    {
        fJumpPressedRemember = fJumpPressedRememberTime;
    }

    if (Input.GetButtonUp("Jump"))
    {
        if (rigid.velocity.y > 0)
        {
            rigid.velocity = new Vector2(rigid.velocity.x, rigid.velocity.y * fCutJumpHeight);
        }
    }

    if ((fJumpPressedRemember > 0) && (fGroundedRemember > 0))
    {
        fJumpPressedRemember = 0;
        fGroundedRemember = 0;
        rigid.velocity = new Vector2(rigid.velocity.x, fJumpVelocity);
    }

    float fHorizontalVelocity = rigid.velocity.x;
    fHorizontalVelocity += Input.GetAxisRaw("Horizontal");

    if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.01f)
        fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingWhenStopping, Time.deltaTime * 10f);
    else if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) != Mathf.Sign(fHorizontalVelocity))
        fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingWhenTurning, Time.deltaTime * 10f);
    else
        fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingBasic, Time.deltaTime * 10f);

    rigid.velocity = new Vector2(fHorizontalVelocity, rigid.velocity.y);
}

  

I'm making a 2D platformer game with Unity and I have some problems with the new Input System. Also, I'm using PlayerInput component with invoke unity events behavior. In fact, I downloaded a player controller code from GitHub to use it as a guide so I used it in my actual player controller. But there is a problem and that is the code is using the old Input and I don't know how to change "Input.GetAxis" and what is the equivalent in the new system. I've read many documents about it and I know that there is no official equivalent but there should be a way to get the same output. And other than this you may find some mistakes in the code and I would appreciate If you guide me. Thanks in advance.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerController : MonoBehaviour
{
    private PlayerInputActions controls;

    private Rigidbody2D rb;
    private Animator anim;
    private bool facingRight = true;
    private float moveInput;
    public Transform feetPos;
    public float jumpInput;
    public float speed;

    [SerializeField] float JumpVelocity = 5;
    float JumpPressedRemember = 0;
    [SerializeField] float JumpPressedRememberTime = 0.2f;

    float GroundedRemember = 0;

    [SerializeField] float GroundedRememberTime = 0.25f;
    [SerializeField] float HorizontalAcceleration = 1;
    [SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
    [SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
    [SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
    [SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;

    private void Awake()
    {
        controls = new PlayerInputActions();
    }

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
    }

    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<float>();
    }

    public void OnJump(InputAction.CallbackContext context)
    {
        JumpVelocity = context.ReadValue<float>();
    }

    void FixedUpdate()
    {
        rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
      
        if (facingRight == false && moveInput > 0)
        {
            Flip();
        }
        else if (facingRight == true && moveInput < 0)
        {

            Flip();
        }
    }

    void Flip()
    {
        facingRight = !facingRight;
        Vector3 Scaler = transform.localScale;
        Scaler.x *= -1;
        transform.localScale = Scaler;
    }

    void Update()
    {
        Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
        Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
        bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0);

        GroundedRemember -= Time.deltaTime;

        if (Grounded)
        {
            GroundedRemember = GroundedRememberTime;
        }

        JumpPressedRemember -= Time.deltaTime;

        if (controls.Player.Jump.triggered)
        {
            JumpPressedRemember = JumpPressedRememberTime;
        }

        if (controls.Player.Jump.triggered)
        {
            if (rb.velocity.y > 0)
            {
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * JumpHeight);
            }
        }

        if ((JumpPressedRemember > 0) && (GroundedRemember > 0))
        {
            JumpPressedRemember = 0;
            GroundedRemember = 0;
            rb.velocity = new Vector2(rb.velocity.x, JumpVelocity);
        }

        float HorizontalVelocity = rb.velocity.x;
        HorizontalVelocity += Input.GetAxisRaw("Horizontal");

        if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.01f)
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
        else if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) != Mathf.Sign(HorizontalVelocity))
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
        else
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);

        rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
    }
}

I'm making a 2D platformer game with Unity and I have some problems with the new Input System. Also, I'm using PlayerInput component with invoke unity events behavior. In fact, I downloaded a player controller code from GitHub to use it as a guide so I used it in my actual player controller. But there is a problem and that is the code is using the old Input and I don't know how to change "Input.GetAxis" and what is the equivalent in the new system. I've read many documents about it and I know that there is no official equivalent but there should be a way to get the same output. And other than this you may find some mistakes in the code and I would appreciate If you guide me. Thanks in advance.

This is my Player Controller.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerController : MonoBehaviour
{
    private PlayerInputActions controls;

    private Rigidbody2D rb;
    private Animator anim;
    private bool facingRight = true;
    private float moveInput;
    public Transform feetPos;
    public float jumpInput;
    public float speed;

    [SerializeField] float JumpVelocity = 5;
    float JumpPressedRemember = 0;
    [SerializeField] float JumpPressedRememberTime = 0.2f;

    float GroundedRemember = 0;

    [SerializeField] float GroundedRememberTime = 0.25f;
    [SerializeField] float HorizontalAcceleration = 1;
    [SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
    [SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
    [SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
    [SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;

    private void Awake()
    {
        controls = new PlayerInputActions();
    }

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
    }

    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<float>();
    }

    public void OnJump(InputAction.CallbackContext context)
    {
        JumpVelocity = context.ReadValue<float>();
    }

    void FixedUpdate()
    {
        rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
      
        if (facingRight == false && moveInput > 0)
        {
            Flip();
        }
        else if (facingRight == true && moveInput < 0)
        {

            Flip();
        }
    }

    void Flip()
    {
        facingRight = !facingRight;
        Vector3 Scaler = transform.localScale;
        Scaler.x *= -1;
        transform.localScale = Scaler;
    }

    void Update()
    {
        Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
        Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
        bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0);

        GroundedRemember -= Time.deltaTime;

        if (Grounded)
        {
            GroundedRemember = GroundedRememberTime;
        }

        JumpPressedRemember -= Time.deltaTime;

        if (controls.Player.Jump.triggered)
        {
            JumpPressedRemember = JumpPressedRememberTime;
        }

        if (controls.Player.Jump.triggered)
        {
            if (rb.velocity.y > 0)
            {
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * JumpHeight);
            }
        }

        if ((JumpPressedRemember > 0) && (GroundedRemember > 0))
        {
            JumpPressedRemember = 0;
            GroundedRemember = 0;
            rb.velocity = new Vector2(rb.velocity.x, JumpVelocity);
        }

        float HorizontalVelocity = rb.velocity.x;
        HorizontalVelocity += Input.GetAxisRaw("Horizontal");

        if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.01f)
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
        else if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) != Mathf.Sign(HorizontalVelocity))
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
        else
            HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);

        rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
    }
}

And this is the code that I downloaded from GitHub.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
[SerializeField]
LayerMask lmWalls;

[SerializeField]
float fJumpVelocity = 5;

Rigidbody2D rigid;

float fJumpPressedRemember = 0;
[SerializeField]
float fJumpPressedRememberTime = 0.2f;

float fGroundedRemember = 0;
[SerializeField]
float fGroundedRememberTime = 0.25f;

[SerializeField]
float fHorizontalAcceleration = 1;
[SerializeField]
[Range(0, 1)]
float fHorizontalDampingBasic = 0.5f;
[SerializeField]
[Range(0, 1)]
float fHorizontalDampingWhenStopping = 0.5f;
[SerializeField]
[Range(0, 1)]
float fHorizontalDampingWhenTurning = 0.5f;

[SerializeField]
[Range(0, 1)]
float fCutJumpHeight = 0.5f;

void Start ()
{
    rigid = GetComponent<Rigidbody2D>();
}

void Update ()
{
    Vector2 v2GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
    Vector2 v2GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
    bool bGrounded = Physics2D.OverlapBox(v2GroundedBoxCheckPosition, v2GroundedBoxCheckScale, 0, lmWalls);

    fGroundedRemember -= Time.deltaTime;
    if (bGrounded)
    {
        fGroundedRemember = fGroundedRememberTime;
    }

    fJumpPressedRemember -= Time.deltaTime;
    if (Input.GetButtonDown("Jump"))
    {
        fJumpPressedRemember = fJumpPressedRememberTime;
    }

    if (Input.GetButtonUp("Jump"))
    {
        if (rigid.velocity.y > 0)
        {
            rigid.velocity = new Vector2(rigid.velocity.x, rigid.velocity.y * fCutJumpHeight);
        }
    }

    if ((fJumpPressedRemember > 0) && (fGroundedRemember > 0))
    {
        fJumpPressedRemember = 0;
        fGroundedRemember = 0;
        rigid.velocity = new Vector2(rigid.velocity.x, fJumpVelocity);
    }

    float fHorizontalVelocity = rigid.velocity.x;
    fHorizontalVelocity += Input.GetAxisRaw("Horizontal");

    if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.01f)
        fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingWhenStopping, Time.deltaTime * 10f);
    else if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) != Mathf.Sign(fHorizontalVelocity))
        fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingWhenTurning, Time.deltaTime * 10f);
    else
        fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingBasic, Time.deltaTime * 10f);

    rigid.velocity = new Vector2(fHorizontalVelocity, rigid.velocity.y);
}

  
deleted 1 character in body
Source Link
Ali
  • 55
  • 1
  • 3
  • 16

I'm making a 2D platformer game with Unity and I have some problems with the new Input System. Also, I'm using PlayerInput component with invoke unity events behavior. In fact, I downloaded a player controller code from GitHub to use it as a guide so I used it in my actual player controller. But there is a problem and that is the code is using the old Input and I don't know how to change "Input.GetAxis" and what is the equivalent in the new system. I've read many documents about it and I know that there is no official equivalent but there should be a way to get the same output. And other than this you may find some mistakes in the code and I would appreciatedappreciate If you guide me. Thanks in advance.

I'm making a 2D platformer game with Unity and I have some problems with the new Input System. Also, I'm using PlayerInput component with invoke unity events behavior. In fact, I downloaded a player controller code from GitHub to use it as a guide so I used it in my actual player controller. But there is a problem and that is the code is using the old Input and I don't know how to change "Input.GetAxis" and what is the equivalent in the new system. I've read many documents about it and I know that there is no official equivalent but there should be a way to get the same output. And other than this you may find some mistakes in the code and I would appreciated If you guide me. Thanks in advance.

I'm making a 2D platformer game with Unity and I have some problems with the new Input System. Also, I'm using PlayerInput component with invoke unity events behavior. In fact, I downloaded a player controller code from GitHub to use it as a guide so I used it in my actual player controller. But there is a problem and that is the code is using the old Input and I don't know how to change "Input.GetAxis" and what is the equivalent in the new system. I've read many documents about it and I know that there is no official equivalent but there should be a way to get the same output. And other than this you may find some mistakes in the code and I would appreciate If you guide me. Thanks in advance.

Source Link
Ali
  • 55
  • 1
  • 3
  • 16
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