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PlayerController
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public float moveSpeed;
public CharacterController Controller;
private Vector3 moveDirection;
public float gravityScale;//So gravity can be simply edited on the fly. I recommend 0.5 for now
void Start()
{
Controller = GetComponent<CharacterController>();//Using built in player controller for now. We can change this later if need be
}
void Update()
{
moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, 0f, Input.GetAxis("Vertical") * moveSpeed);
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale);// le gravity
Controller.Move(moveDirection * Time.deltaTime);
}