Player movement issue

my player slowing when mouse movement .in direct W,A,S,D movement no problem .I reimported characters because of falsely I deleted the characters(Third person controller too).and I checked player movement code and
third person character code ,third person user controller.so I dont understand what is the problem ?
why only in mouse movement mode player s speed and animations slowing .???
here is codes…

using System;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;

[RequireComponent(typeof (ThirdPersonCharacter))]
public class PlayerMovement : MonoBehaviour
{
	[SerializeField] float walkMoveStopRadius = 1f;
	[SerializeField] float attackMoveStopRadius = 5f;

	ThirdPersonCharacter thirdPersonCharacter;   // A reference to the ThirdPersonCharacter on the object
	CameraRaycaster cameraRaycaster;
	Vector3 currentDestination, clickPoint;

	bool isInDirectMode = false;

	private void Start()
	{
		cameraRaycaster = Camera.main.GetComponent<CameraRaycaster>();
		thirdPersonCharacter = GetComponent<ThirdPersonCharacter>();
		currentDestination = transform.position;//?
	}

	// Fixed update is called in sync with physics
	private void FixedUpdate()
	{
		if (Input.GetKeyDown(KeyCode.G)) // G for gamepad. TODO add to menu
		{
			isInDirectMode = !isInDirectMode; // toggle mode
			currentDestination = transform.position; // clear the click target
		}

		if (isInDirectMode)
		{
			ProcessDirectMovement();
		}
		else
		{
			ProcessMouseMovement();
		}
	}

	private void ProcessDirectMovement()
	{
		float h = Input.GetAxis("Horizontal");
		float v = Input.GetAxis("Vertical");

		// calculate camera relative direction to move:
		Vector3 cameraForward = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
		Vector3 movement = v * cameraForward + h * Camera.main.transform.right;

		thirdPersonCharacter.Move(movement, false, false);
		clickPoint = cameraRaycaster.hit.point;
	
	}

	private void ProcessMouseMovement()
	{
		if (Input.GetMouseButton(0))
		{
			clickPoint = cameraRaycaster.hit.point;
			switch (cameraRaycaster.currentLayerHit)
			{
			case Layer.Walkable:
				currentDestination = ShortDestination(clickPoint, walkMoveStopRadius);//işaretlenen yere walkmovestopraidus kadar yaklaş
				break;
			case Layer.Enemy:
				currentDestination = ShortDestination(clickPoint, attackMoveStopRadius);//işaretlenen yere atackmovestopradius kadar yaklaş
				break;
			default:
				print("Unexpected layer found");
				return;
			}
		}
		WalkToDestination();
	}

	private void WalkToDestination()//****önemli
	{
		var playerToClickPoint = currentDestination - transform.position;
		if (playerToClickPoint.magnitude >= 0.1f)
		{
			thirdPersonCharacter.Move(playerToClickPoint, false, false);
		}
		else
		{
			thirdPersonCharacter.Move(Vector3.zero, false, false);
		}
	}

	Vector3 ShortDestination(Vector3 destination, float shortening)//for Enemy destination=clickpoint,shorttening=attackmovestopradius,,for ground=clickpoint/walkmovestopradius
	{
		Vector3 reductionVector = (destination - transform.position).normalized * shortening;//
		return destination - reductionVector;//new destination
	}

	void OnDrawGizmos()
	{
		// Draw movement gizmos
		Gizmos.color = Color.black;
		Gizmos.DrawLine(transform.position, clickPoint);
		Gizmos.DrawSphere(currentDestination, 0.15f);
		Gizmos.DrawSphere(clickPoint, 0.1f);

		// Draw attack sphere
		Gizmos.color = new Color(255f, 0f, 0, .5f);
		Gizmos.DrawWireSphere(transform.position, attackMoveStopRadius);
	}
}

and the character user control

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.

    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }

        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponent<ThirdPersonCharacter>();
    }


    private void Update()
    {
        if (!m_Jump)
        {
            m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
        }
    }


    // Fixed update is called in sync with physics
    private void FixedUpdate()
    {
        // read inputs
        float h = CrossPlatformInputManager.GetAxis("Horizontal");
        float v = CrossPlatformInputManager.GetAxis("Vertical");
        bool crouch = Input.GetKey(KeyCode.C);

        // calculate move direction to pass to character
        if (m_Cam != null)
        {
            // calculate camera relative direction to move:
            m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
            m_Move = v*m_CamForward + h*m_Cam.right;
        }
        else
        {
            // we use world-relative directions in the case of no main camera
            m_Move = v*Vector3.forward + h*Vector3.right;
        }

#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif

        // pass all parameters to the character control script
        m_Character.Move(m_Move, crouch, m_Jump);
        m_Jump = false;
    }
}

}

and the character control
using UnityEngine;

namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;

	Rigidbody m_Rigidbody;
	Animator m_Animator;
	bool m_IsGrounded;
	float m_OrigGroundCheckDistance;
	const float k_Half = 0.5f;
	float m_TurnAmount;
	float m_ForwardAmount;
	Vector3 m_GroundNormal;
	float m_CapsuleHeight;
	Vector3 m_CapsuleCenter;
	CapsuleCollider m_Capsule;
	bool m_Crouching;


	void Start()
	{
		m_Animator = GetComponent<Animator>();
		m_Rigidbody = GetComponent<Rigidbody>();
		m_Capsule = GetComponent<CapsuleCollider>();
		m_CapsuleHeight = m_Capsule.height;
		m_CapsuleCenter = m_Capsule.center;

		m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
		m_OrigGroundCheckDistance = m_GroundCheckDistance;
	}


	public void Move(Vector3 move, bool crouch, bool jump)
	{

		// convert the world relative moveInput vector into a local-relative
		// turn amount and forward amount required to head in the desired
		// direction.
		if (move.magnitude > 1f) move.Normalize();
		move = transform.InverseTransformDirection(move);
		CheckGroundStatus();
		move = Vector3.ProjectOnPlane(move, m_GroundNormal);
		m_TurnAmount = Mathf.Atan2(move.x, move.z);
		m_ForwardAmount = move.z;

		ApplyExtraTurnRotation();

		// control and velocity handling is different when grounded and airborne:
		if (m_IsGrounded)
		{
			HandleGroundedMovement(crouch, jump);
		}
		else
		{
			HandleAirborneMovement();
		}

		ScaleCapsuleForCrouching(crouch);
		PreventStandingInLowHeadroom();

		// send input and other state parameters to the animator
		UpdateAnimator(move);
	}


	void ScaleCapsuleForCrouching(bool crouch)
	{
		if (m_IsGrounded && crouch)
		{
			if (m_Crouching) return;
			m_Capsule.height = m_Capsule.height / 2f;
			m_Capsule.center = m_Capsule.center / 2f;
			m_Crouching = true;
		}
		else
		{
			Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
			float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
			if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
			{
				m_Crouching = true;
				return;
			}
			m_Capsule.height = m_CapsuleHeight;
			m_Capsule.center = m_CapsuleCenter;
			m_Crouching = false;
		}
	}

	void PreventStandingInLowHeadroom()
	{
		// prevent standing up in crouch-only zones
		if (!m_Crouching)
		{
			Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
			float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
			if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
			{
				m_Crouching = true;
			}
		}
	}


	void UpdateAnimator(Vector3 move)
	{
		// update the animator parameters
		m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
		m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
		m_Animator.SetBool("Crouch", m_Crouching);
		m_Animator.SetBool("OnGround", m_IsGrounded);
		if (!m_IsGrounded)
		{
			m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
		}

		// calculate which leg is behind, so as to leave that leg trailing in the jump animation
		// (This code is reliant on the specific run cycle offset in our animations,
		// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
		float runCycle =
			Mathf.Repeat(
				m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
		float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
		if (m_IsGrounded)
		{
			m_Animator.SetFloat("JumpLeg", jumpLeg);
		}

		// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
		// which affects the movement speed because of the root motion.
		if (m_IsGrounded && move.magnitude > 0)
		{
			m_Animator.speed = m_AnimSpeedMultiplier;
		}
		else
		{
			// don't use that while airborne
			m_Animator.speed = 1;
		}
	}


	void HandleAirborneMovement()
	{
		// apply extra gravity from multiplier:
		Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
		m_Rigidbody.AddForce(extraGravityForce);

		m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
	}


	void HandleGroundedMovement(bool crouch, bool jump)
	{
		// check whether conditions are right to allow a jump:
		if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
		{
			// jump!
			m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
			m_IsGrounded = false;
			m_Animator.applyRootMotion = false;
			m_GroundCheckDistance = 0.1f;
		}
	}

	void ApplyExtraTurnRotation()
	{
		// help the character turn faster (this is in addition to root rotation in the animation)
		float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
		transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
	}


	public void OnAnimatorMove()
	{
		// we implement this function to override the default root motion.
		// this allows us to modify the positional speed before it's applied.
		if (m_IsGrounded && Time.deltaTime > 0)
		{
			Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;

			// we preserve the existing y part of the current velocity.
			v.y = m_Rigidbody.velocity.y;
			m_Rigidbody.velocity = v;
		}
	}


	void CheckGroundStatus()
	{
		RaycastHit hitInfo;

#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraRaycaster : MonoBehaviour {
	public Layer[] layerPriorities = {
		Layer.Enemy,
		Layer.Walkable
	};
	float distanceToBackground = 100f;
	Camera viewCamera;
	//-------------------------------------
	RaycastHit raycastHit;//içerden kullanım
	public RaycastHit hit//dışardan ulaşım için .PlayerMovement kullanıyor
	{
		get {  return raycastHit; }
	}
	//--------------------------------------
	Layer layerHit;//bu  scriptte bunu kullanıyoruz.içerden kullanım için
	public Layer currentLayerHit   //dışardan ulaşım için  playermovement ,cursoraffordance
	{
		get { return  layerHit; }
	}
	//--------------------------------------------

	public delegate void OnLayerChange(Layer newLayer); // declare new delegate type
    public event OnLayerChange onLayerChange; // instantiate an observer set

      void Start()
      {
	viewCamera = Camera.main;

	  }

		 void Update(){
			foreach (Layer layer in layerPriorities)
			{
			var hit = RaycastForLayer(layer);//herbir layer için hit o layer için hittir.(hit i layer a göre tanımlamak.)public hit

	if (hit.HasValue)
	{
		             raycastHit = hit.Value;//hitin değeri.içerden kullanım raycastHit.hit=public
		                if (layerHit != layer) // if layer has changed.eğer o layer değilse
			                {
			                    layerHit = layer;//bu layerdır.nonpublic 
		                    onLayerChange(layer); // call the delegates
			               }
		layerHit = layer;//non public
		return;
	   }
		}//yada 
		 raycastHit.distance = distanceToBackground;//raycastHit nonpublic
		layerHit = Layer.RaycastEndStop;
		}
	RaycastHit? RaycastForLayer(Layer layer)//? DEMEK NULLABLE DEMEK
	{
		int layerMask = 1 << (int)layer; // See Unity docs for mask formation
		Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition);

		RaycastHit hit; // used as an out parameter
		bool hasHit = Physics.Raycast(ray, out hit, distanceToBackground, layerMask);
		if (hasHit)//EĞER BiŞEYE DEĞDiYSE
		{
			return hit;//HiT=RAYCASTHiT
		}
		return null;//YADA HiT=NULL
	}
}

is anyone understand why? .so problem is still continues…:(:(:frowning:

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