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Question by hektac · Jul 15, 2013 at 03:00 PM · rotationanalog

Player Rotation Snapping

Hello,

I have been following the evac city tutorial in my attempt to make a top down shooter. I have run into a snag when trying to use the Right analog stick on my logitech gamepad to determine player rotation. I can get the player to rotate with the stick just fine, but when I release the stick my player snaps back to looking towards the top of the screen and Unity gives a Log entry of "Look rotation vector is equal to zero". Code is below, any ideas are greatly appreciated.

using UnityEngine;

 using System.Collections;
 
  
 
 public class Player : MonoBehaviour {
 
     
 
     private GameObject objPlayer;
 
     private GameObject objCamera;
 
     
 
     private Vector3 inputRotation;
 
     private Vector3 inputMovement;
 
     
 
     public float moveSpeed = 100.0f;
 
     private bool thisIsPlayer;
 
     
 
     private Vector3 tempVector;
 
     private Vector3 tempVector2;
 
  
 
     // Use this for initialization
 
     void Start () {
 
         objPlayer = (GameObject) GameObject.FindWithTag("Player");
 
         objCamera = (GameObject) GameObject.FindWithTag("MainCamera");
 
         if (gameObject.tag == "Player") { thisIsPlayer = true; }
 
     
 
     }
 
     
 
     // Update is called once per frame
 
     void Update () {
 
         FindInput();
 
         ProcessMovement();
 
         if (thisIsPlayer == true) {
 
             HandleCamera();
 
         }
 
     
 
     }
 
     
 
     void FindInput () {
 
         if (thisIsPlayer == true)
 
         {
 
             FindPlayerInput();
 
         }
 
     }
 
     
 
     void FindPlayerInput () {
 
         inputMovement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical") );
 
         inputRotation = new Vector3(Input.GetAxis("RightH"), 0, Input.GetAxis("RightV") );
 
     }
 
     
 
     void ProcessMovement () {
 
         tempVector = rigidbody.GetPointVelocity(transform.position) * Time.deltaTime * 1000;
 
         rigidbody.AddForce(-tempVector.x, -tempVector.y, -tempVector.z);
 
         rigidbody.AddForce(inputMovement.normalized * moveSpeed * Time.deltaTime);
 
         transform.rotation = Quaternion.LookRotation(inputRotation);
 
         transform.eulerAngles = new Vector3(0, transform.eulerAngles.y + 180, 0);
 
         transform.position = new Vector3(transform.position.x, 0, transform.position.z);
 
     }
 
     
 
     void HandleCamera () {
 
         objCamera.transform.position = new Vector3(transform.position.x, 15, transform.position.z);
 
         objCamera.transform.eulerAngles = new Vector3(90, 0, 0);
 
     }
 
 }</code>

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Answer by robertbu · Jul 15, 2013 at 03:05 PM

The vector you pass to LookRotation() cannot be Vector3.zero. You can solve this error assuring that the vector passed is not zero. So line 101 becomes:

 if (inputRotation != Vector3.zero)
     transform.rotation = Quaternion.LookRotation(inputRotation);
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