Sorry for leaving the movement out. I decided to use rigidbodies for the brawler, but it's still just testing. If you think there's a better way, please let me know (I'm planning on moving to SmoothMoves for animation soon, so rigidbodies would work better for me the way I see it).
void FixedUpdate() {
Vector3 lrMovement = new Vector3(300, 0, 0);
Vector3 udMovement = new Vector3(0, 300, 0);
if (Input.GetKey(KeyCode.LeftArrow) | Input.GetKey(KeyCode.RightArrow))
{
rigidbody.AddForce(Input.GetAxis("Horizontal") * lrMovement * Time.deltaTime);
isStandingStill = false;
}
if (Input.GetKey(KeyCode.UpArrow) | Input.GetKey(KeyCode.DownArrow))
{
rigidbody.AddForce(Input.GetAxis("Vertical") * udMovement * Time.deltaTime);
isStandingStill = false;
}
}
Anyway, I understand most of what you mean. One thing I'm not getting completely is the physicalMoveDirection. I would be setting it to inputMoveDirection.x and inputMoveDirection.y? Or would I be coding some custom function that updates physicalMoveDirection based on input? Also, why is physicalMoveDirection a parameter of the function I'm using to define it?
Also if I'm setting physicalMoveDirection to the absolute of inputMoveDirection, it'll range from 0 to 1? So fastMoveSpeed would be 0.7 or something like that? That could be great for an automatic run.
Also, what would newClip be exactly? From what it looks like, it's a string, but in the documentation, it says performance is better if I cache playing animations by using the clipID.
Excuse my questions, I'm still trying to pick up Unity
.