Welcome back.
In this video, we are going to make our character move.
And it's going to be a very simple movement going towards the left and towards the right, left and
right.
So whenever we click or press a button, it should go and left, left and right.
So let's go ahead and build that.
So we start off by going to our character here.
Let's click on the character and let's add a component to it.
And I'm going to use scripts, I'm going to create a new script and I'm going to call that one char
controller, which is character controller, and let's open that one up.
So what I'm going to use is the awake method instead of the start method, and I will need the rigid
body because I want to access the movement components, pretty much so rigid body, I'm going to call
it RB and then I want to have.
A Boolean, which tells me whether he's walking right or left.
So if we have a look at the player again, currently he's walking, right?
And then if he goes there, he's walking left.
And what that means walking right means rotation of 45 and walking left means rotation of -45.
So these are the two values that are relevant for me.
All right.
So let's go back to the script.
Well, the Boolean is walking, right?
And I'm going to set that up as being true.
Then within the awake method, I'm just going to initialize my rigid body.
So I'm going to get the component rigid body from our player because the controller is assigned to our
player or our character, and that's why this is going to work.
Then I'm going to use the fixed update in order to move the player forward.
So let's do that.
Ah, let's create the fixed update method.
And in here I just say set the transform position of the player as the transform dot position plus transform
that forward times two times time delta time, dot delta time.
So that does it moves the player by a certain amount forward depending on how much time has passed and
in fixed update that should always be the same time.
So we are moving our player step by step and it's going to be moved forward.
What does forward mean?
Well, forward means based on the direction that he's currently looking at, he's going to go forward.
So if he is, let's say if he's at 45 degrees, then he's just going to go forward here to the right.
And if he if he is at -45 degrees, then he's going to go forward to the left.
So no matter which angle we choose for him, he's always going to go to the right direction.
Next, we can go to our update method.
And in here I'm just going to check for the input.
So if the input thought get key down or get key actually down, then key code dot, let's just use space.
So whenever we press base, we want to change the direction of the player.
So let's create a new method which handles that, and I'm going to call it a private void switch.
So what that does is it's going to change the variable walking right to not walking, right.
So that means if I'm walking right was true, it's going to be false now.
And if it was false, then it's going to be true now.
So that's just what we say here.
And now we check if walking right is true, then we transform the rotation.
Then we change the transform rotation value to criterion dot ula and here we can enter the degrees so
we can enter zero, 45 and zero.
That means that I'm just going to change the direction of to where he's walking by 45 degrees.
So pretty much I'm going to change the direct the transform of the player itself by 45 degrees.
So that happens if he walks right.
And if he walks left, we will need to change the transform rotation value to criterion EULAR zero -45
zero.
So as I've just shown you in unity, that's what we're going to do.
So we're going to change the Y to 45 if he's walking right, and -45 as he's walking left.
So now that we have created this script.
Let's go ahead and save it.
Let's go back to Unity.
Let's save our scene.
And by the way, we should maybe clean up as well here.
Let's create a new folder.
I'm going to call it script and let's drag our chart controller into the scripts folder.
And before we test it, of course, we need to call our switch method within the update method.
So whenever somebody press a space, we will go or we will change direction.
So let's check that out.
Our player is moving and I'm turning and turning and boom, he's falling off.
So let's do that again.
Let's move and then forget to turn and he's falling off.
All right, so now we have the basic movement of our game.
Of course, it doesn't look very well because he's not animating.
He is just holding his hands to the right and left, which looks a little weird.
But we're going to change that within the next videos.
So first of all, what is really important, what we will need to do is to change our camera because
now it's not following our player.
So our player is simply running out of our sight when we can't see him.
So let's do that in the next video.