Genesis Game Client Project Setup
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float mouseY = 0f;
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// reference frame-time (0.02 ≈ 50 fps) so sensitivity values stay comparable.
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Vector2 delta = mouse.delta.ReadValue();
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mouseX = delta.x * mouseSensitivity * 0.02f;
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mouseY = delta.y * mouseSensitivity * 0.02f;
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}
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// Legacy Input Manager (Unity 2022 and earlier)
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mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
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mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
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#endif
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// ─────────────────────────────────────────────────────────────────────
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xRotation -= mouseY;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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{
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public CharacterController controller;
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public float speed = 3;
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public float gravity = -9.18f;
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public float jumpHeight = 3f;
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public Transform groundCheck;
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Vector3 velocity;
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bool isGrounded;
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void Update()
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if (isGrounded && velocity.y < 0)
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}
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float x = 0f;
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float z = 0f;
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bool sprint = false;
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bool jumpDown = false;
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var kb = Keyboard.current;
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|
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// ─────────────────────────────────────────────────────────────────────
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speed = (sprint && isGrounded) ? 10f : 5f;
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}
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Reference in New Issue
Block a user