ย  ย  ย  ย  float h = Input.GetAxis("Horizontal");
ย  ย  ย  ย  float v = Input.GetAxis("Vertical");
ย  ย  ย  ย 
ย  ย  ย  ย  ย Vector3 curPos = transform.position;
ย  ย  ย  ย  ย Vector3 nextpos = new Vector3(h, v, 0) * speed * Time.deltaTime;
ย  ย  ย  ย 
ย  ย  ย  ย  ย transform.position = curPos + nextpos;

์ด๊ฒŒ ๊ธฐ๋ณธ ์ฝ”๋“ ๋ฐ ๋Œ€๊ฐ์„์œผ๋กœ ๊ฐ€๋ฉด ์†๋„๊ฐ€ 1.4๋ฐฐ๊ฐ€ ๋ฉ๋‹ˆ๋‹ค


float h = Input.GetAxis("Horizontal");
ย  ย  ย  ย  float v = Input.GetAxis("Vertical");
ย  ย  ย  ย  movement.Set(h, v, 0f);
ย movement = movement.normalized * speed * Time.deltaTime;
ย  ย  ย  ย  rigid.MovePosition(transform.position + movement);

๊ทธ๋ž˜์„œ ์ฝ”๋“œ๋ฅผ ์ด๋ ‡๊ฒŒ ๊ณ ์ณค๋Š”๋ฐ ๋Œ€๊ฐ์„  ์†๋„ ๋ฌธ์ œ๋Š” ํ•ด๊ฒฐ๋ฌ์ง€๋งŒ ์บ๋ฆญํ„ฐ๊ฐ€ ์›€์ง์ด๋‹ค๊ฐ€ ๋ฉˆ์ถ”๋ฉด ๊ทธ ์ž๋ฆฌ์—์„œ ๋ฉˆ์ถ”๋Š”๊ฒŒ ์•„๋‹Œ ์กฐ๊ธˆ ์ด๋™(๋ฏธ๋„๋Ÿฌ์ง„๋‹ค์ •๋„)์„ ๋” ํ•˜๊ณ  ๋ฉˆ์ถ”๋Š”๊ฒƒ์ด ์ƒˆ๋กœ์šด ๋ฌธ์ œ๊ฐ€ ๋˜์—ˆ์Šต๋‹ˆ๋‹ค.


๋ญ๊ฐ€ ๋ฌธ์ œ์ผ๊นŒ์š”?