Got a fully functional implementation of acceleration/decceleration that meshes well across all inputs. Will do further testing/tinkering before merging
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@@ -26,6 +26,7 @@ public class PlayerController : MonoBehaviour
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private int jump = 0;
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private int wall = 0;
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private float maxSpeedStore;
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private float maxSpeedCap = 100;
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private float accelerationStore;
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private float capsuleHeight;
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private float controllerHeight;
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@@ -64,23 +65,16 @@ public class PlayerController : MonoBehaviour
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{
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float yStore = moveDirection.y;
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maxSpeed = maxSpeedStore;
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acceleration = accelerationStore;
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//Need to switch to 'raw' when using keyboard
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//moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
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moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical"));
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moveDirection = transform.TransformDirection(moveDirection);
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moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f);
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if (jump <= 1)
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if (jump > 2)
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{
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//moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
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//maxSpeed = maxSpeedStore;
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} else {
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//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
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//maxSpeed = maxSpeedStore/1.75f;
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acceleration = acceleration/2;
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if(maxSpeed > maxSpeedStore/3)
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{
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maxSpeed -= acceleration*3;
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}
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}
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moveDirection.y = yStore;
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@@ -92,13 +86,18 @@ public class PlayerController : MonoBehaviour
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if(Input.GetKey(KeyCode.LeftShift))
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{
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//moveDirection = (moveDirection.normalized * speed/2);
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//maxSpeed = maxSpeedStore/2;
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acceleration = acceleration/2;
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} else {
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//moveDirection = moveDirection.normalized * speed;
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//maxSpeed = maxSpeedStore;
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acceleration = accelerationStore;
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if(maxSpeed > maxSpeedStore/2)
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{
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maxSpeed -= acceleration;
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}
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}
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if(Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.LeftControl))
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{
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while(maxSpeed < maxSpeedStore)
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{
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maxSpeed += acceleration;
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}
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}
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if(Input.GetKey(KeyCode.LeftControl))
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@@ -117,24 +116,27 @@ public class PlayerController : MonoBehaviour
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if(startTime + oneSec >= Time.time)
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{
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//moveDirection = (moveDirection.normalized * speed * 2);
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//maxSpeed = maxSpeedStore*2;
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acceleration = acceleration*2;
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if(maxSpeed < maxSpeedStore*2)
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{
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maxSpeed += acceleration;
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}
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} else {
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//moveDirection = (moveDirection.normalized * speed/4);
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//maxSpeed = maxSpeedStore/4;
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acceleration = acceleration/4;
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if(maxSpeed > maxSpeedStore/4)
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{
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maxSpeed -= acceleration;
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}
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}
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} else {
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//moveDirection = moveDirection.normalized * speed;
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moveDirection = moveDirection.normalized;
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//maxSpeed = maxSpeedStore;
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characterController.height = controllerHeight;
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capsule.height = capsuleHeight;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
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}
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}
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@@ -155,8 +157,12 @@ public class PlayerController : MonoBehaviour
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if (wallRunning)
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{
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//maxSpeed = maxSpeedStore*1.5f;
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acceleration = acceleration*1.5f;
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if(maxSpeed < maxSpeedStore*1.5f)
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{
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maxSpeed += acceleration;
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}
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jump = 0;
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if(wall == 1)
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@@ -168,35 +174,31 @@ public class PlayerController : MonoBehaviour
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{
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moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
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//wallRunning = false;
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//maxSpeed = maxSpeedStore;
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} else {
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moveDirection.y = 0.0f;
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}
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}
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velocity.x += moveDirection.x * acceleration;
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velocity.z += moveDirection.z * acceleration;
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velocity.x += moveDirection.x;
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velocity.z += moveDirection.z;
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//if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){
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if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){
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//Remove or lower friction to add an 'ice' effect
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//velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
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//velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
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//Remove or "lower" friction to add an 'ice' effect
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velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
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velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
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//}
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if(velocity.x > 0.0f){
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velocity.x -= 0.5f;
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} else if(velocity.x < 0.0f){
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velocity.x += 0.5f;
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}
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if(velocity.z > 0.0f){
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velocity.z -= 0.5f;
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} else if(velocity.z < 0.0f){
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velocity.z += 0.5f;
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if(maxSpeed > maxSpeedCap)
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{
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maxSpeed = maxSpeedCap;
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}
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if(characterController.velocity == new Vector3(0, 0, 0))
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{
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maxSpeed = maxSpeedStore;
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}
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velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
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