// Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = false; }
private bool jump;// the world-relative desired move direction, calculated from the camForward and user input. // Use this for initialization private void Start() { // get the transform of the main camera if (Camera.main != null) { cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) character = GetComponent<ThirdPersonCharacter>(); }
// the world-relative desired move direction, calculated from the camForward and user input. // Use this for initialization private void Start() { // get the transform of the main camera if (Camera.main != null) { cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) character = GetComponent <ThirdPersonCharacter>(); }
// Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); }