UnityException: Input Axis Veritcal is not setup.
To change the input settings use: Edit -> Project Settings -> Input
playerControls.Update () (at Assets/2D Mario Assets/Scripts/playerControls.js:66)
Im not sure why this happens but even when I go into input settings and try to change it, it still doesn't work.
It only seems to jump when pressing the left or right arrow keys(which is to move left and right) while pressing the jump keys.
Any idea on why this is happening?
[source lang="jscript"]var runSpeed : float = 6.0;
var fallSPeed : float = 2.0;
var walkJump : float = 6.3;
var runJump : float = 10;
var crouchJump : float = 12;
var gravity : float = 20.0;
var startPos : float= 0;
var moveDirection : int=1;
//aniPlay.aniSprite(16,16,0,0,16,12);
private var velocity : Vector3 = Vector3.zero;
function Update()
{
var aniPlay=GetComponent("aniSprite");
var controller : CharacterController = GetComponent (CharacterController);
if(controller.isGrounded)
{
velocity = Vector3(Input.GetAxis("Horizontal"),0,0);
//Animation
if (velocity.x==0 && moveDirection == 1) //idle right
{
aniPlay.aniSprite(16,16,0,0,16,12);
}
if (velocity.x==0 && moveDirection == 0) //idle Left
{
aniPlay.aniSprite(16,16,0,1,16,12);
}
if (velocity.x<0) //Walk left
{
velocity*=WalkSpeed;
aniPlay.aniSprite(16,16,0,3,10,15);
}
if (velocity.x>0) //Walk Right
{
velocity*=WalkSpeed;
aniPlay.aniSprite(16,16,0,2,10,15);
}
if (velocity.x<0 && Input.GetButton("Fire1")) //run Left
{
velocity *=runSpeed;
aniPlay.aniSprite(16,16,0,5,16,24);
}
if (velocity.x>0 && Input.GetButton("Fire1")) //run Right
{
velocity *=runSpeed;
aniPlay.aniSprite(16,16,0,4,16,24);
}
if (velocity.x ==0 && Input.GetAxis("Veritcal")<0) //Crouching
{
print("Crouching");
aniPlay.aniSprite(16,16,0,9,16,24);
}
//Movement
if(Input.GetButton("Jump")&& !Input.GetButton("Fire1"))
{
velocity.y = walkJump;
print("are you Here");
}
if(Input.GetButtonDown("Jump") && Input.GetButton("Fire1"))
{
velocity.y=runJump;
}
}
if (!controller.isGrounded)
{
velocity.x = Input.GetAxis("Horizontal");
velocity.x *= WalkSpeed;
}
if (velocity.x<0) //get last move Dir left
{
moveDirection=0;
}
if (velocity.x>0)
{
moveDirection=1; //get last move dir right
}
velocity.y-=gravity*Time.deltaTime; //apply gravity
controller.Move(velocity*Time.deltaTime); //move the controller
}
[/source]
[source lang="jscript"]
//Movement
if(Input.GetButton("Jump")&& !Input.GetButton("Fire1"))
{
velocity.y = walkJump;
print("are you Here");
}
if(Input.GetButtonDown("Jump") && Input.GetButton("Fire1"))
{
velocity.y=runJump;
}
}
if (!controller.isGrounded)
{
velocity.x = Input.GetAxis("Horizontal");
velocity.x *= WalkSpeed;
}
if (velocity.x<0) //get last move Dir left
{
moveDirection=0;
}
if (velocity.x>0)
{
moveDirection=1; //get last move dir right
}
velocity.y-=gravity*Time.deltaTime; //apply gravity
controller.Move(velocity*Time.deltaTime); //move the controller
}
[/source]