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# Help with multiplayer!

Hey, i can't figure out why w, a, s, d isin't working :(

PlayerController:

using UnityEngine;

[RequireComponent(typeof(PlayerMotor))]

public class PlayerController : MonoBehaviour {

[SerializeField]

public float speed = 5f;

[SerializeField]

private float lookSensitivity = 3f;

private PlayerMotor motor;

void Start ()

{

motor = GetComponent<PlayerMotor>();

}

void Update ()

{

//Calculate movement velocity as 3D vector

float _xMov = Input.GetAxisRaw("Horizontal");

float _zMov = Input.GetAxisRaw("Vertical");

Vector3 _movHorizontal = transform.right * _xMov;

Vector3 _movVertical = transform.forward * _zMov;

// Final Movment vector

Vector3 _velocity = (_movHorizontal + _movVertical).normalized * speed;

//Apply movment

motor.Move(_velocity);

//Calculate rotation as a 3d vetor (turning around)

float _yRot = Input.GetAxisRaw("Mouse X");

Vector3 _rotation = new Vector3(0f, _yRot, 0f) * lookSensitivity;

//Apply rotation (mouse)

motor.Rotate(_rotation);

}

}

PlayerMotor:

using System;

using UnityEngine;

[RequireComponent(typeof(Rigidbody))]

public class PlayerMotor : MonoBehaviour

{

private Vector3 velocity = Vector3.zero;

private Rigidbody rb;

private Vector3 rotation = Vector3.zero;

void Start()

{

rb = GetComponent<Rigidbody>();

}

//Gets a rotational vector

public void Rotate(Vector3 _rotation)

{

rotation = _rotation;

}

//Run every phisics iteration

private void FixedUpdate()

{

PerformRotation();

}

//Preform movment based on velocity variable

void PerformMovment ()

{

if (velocity != Vector3.zero)

{

rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);

}

}

//Preform rotation

void PerformRotation ()

{

rb.MoveRotation(rb.rotation * Quaternion.Euler (rotation));

}

public void Move(Vector3 velocity)

{

}

}