FirstPersonPlayerController

FirstPersonPlayerController is a character played by the binging of babish.

FirstPersonPlayerController's full name is

using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterController))] public class SC_FPSController : MonoBehaviour { public float walkingSpeed = 7.5f; public float runningSpeed = 11.5f; public float jumpSpeed = 8.0f; public float gravity = 20.0f; public Camera playerCamera; public float lookSpeed = 2.0f; public float lookXLimit = 45.0f; CharacterController characterController; Vector3 moveDirection = Vector3.zero; float rotationX = 0; [HideInInspector] public bool canMove = true; void Start { characterController = GetComponent; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } void Update { Vector3 forward = transform.TransformDirection(Vector3.forward); Vector3 right = transform.TransformDirection(Vector3.right); bool isRunning = Input.GetKey(KeyCode.LeftShift); ''float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;'' ''float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;'' float movementDirectionY = moveDirection.y; moveDirection = (forward * curSpeedX) + (right * curSpeedY); if (Input.GetButton("Jump") && canMove && characterController.isGrounded) { moveDirection.y = jumpSpeed; } else { moveDirection.y = movementDirectionY; } if (!characterController.isGrounded) { moveDirection.y -= gravity * Time.deltaTime; } characterController.Move(moveDirection * Time.deltaTime); if (canMove) { rotationX += -Input.GetAxis("Mouse Y") * lookSpeed; rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit); playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0); transform.rotation = Quaternion.Euler(0, Input.GetAxis("Mouse X") lookSpeed, 0); } } }

Appearance
FirstPersonPlayerController is a perfectly white and otherwise featureless capsule.

Bio
Unknown.

Personality
Fluctuates dramatically between existentially unsettling and childish behavior. FirstPersonPlayerController's only consistency seems to be a tendency towards obtrusion.

FirstPersonPlayerController speaks exclusively through the syntax of the Unity game engine's API which utilizes the C# coding language.

History
Suddenly began manifesting in front of denizens for seemingly no reason.

Trivia

 * The script used for this character's full name is in fact, a first person player controller, and is actually fairly unoptimized - it could be computationally less expensive and use more consistent means of translation.
 * This character was created as a result of a lengthy discussion surrounding the naming habits of Sockscraft players that probably went too far.