SK Bean

[Open Assets] SK Bean v1.2.2

holy shit someone put 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<CharacterController>(); 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); } } } in srb2
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It's so good that I honestly cannot tell if this is a meme or not.
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honestly i wasn't expecting to have fun when the words "s" "k" and "bean" were all combined into one sentence, but you surprised me! there's a lot of squash and stretch animation, and the blended sprite effects really add something to it. the moveset itself is pretty fun too, if a little unoriginal and slightly overdone. props for doing a boost right though, that's not always the easiest to do.
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Welcome to releases!
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