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Question by Slashimus · Jul 21, 2017 at 05:57 PM · c#unity 5charactercontroller

2D character control script in a 3D world

I am building a hack and slash-side scroller that is loosely based off of Castle Crashers. The game uses 2D assets in a 3D world with limitations so that there is full 3D movement in a restricted area. I have all the sprites loaded into unity with proper 3D physics. The player has a 3D based character controller script attached but will only face one direction when moving. I cant seem to find scripting the change the transform ration value to 180 degrees and back. I only need the character to flip along the Y-axis. could anyone lend a hand or give some advice? Here is my current script (its was originally made for a basic 3d fps) using System.Collections; using System.Collections.Generic; using UnityEngine;

public class basicController : MonoBehaviour {

 // Update is called once per frame
 void Update () {
     Debug.Log ("horizontal = " + Input.GetAxis ("Horizontal"));
 }

}

using UnityEngine; using System.Collections;

public class Controller : MonoBehaviour {

 // public variables
 public float moveSpeed = 3.0f;
 public float gravity = 9.81f;


 private CharacterController myController;

 // Use this for initialization
 void Start () {
     // store a reference to the CharacterController component on this gameObject
     // it is much more efficient to use GetComponent() once in Start and store
     // the result rather than continually use etComponent() in the Update function
     myController = gameObject.GetComponent<CharacterController>();
 }
 
 // Update is called once per frame
 void Update () {
     // Determine how much should move in the z-direction
     Vector3 movementZ = Input.GetAxis("Vertical") * Vector3.forward * moveSpeed * Time.deltaTime;

     // Determine how much should move in the x-direction
     Vector3 movementX = Input.GetAxis("Horizontal") * Vector3.right * moveSpeed * Time.deltaTime;

     // Convert combined Vector3 from local space to world space based on the position of the current gameobject (player)
     Vector3 movement = transform.TransformDirection(movementZ+movementX);
     
     // Apply gravity (so the object will fall if not grounded)
     movement.y -= gravity * Time.deltaTime;


     //Debug.Log ("Movement Vector = " + movement);

     // Actually move the character controller in the movement direction
     myController.Move(movement);

     //test script to flip character 180 degrees on y axis
     if (Input.GetKey (KeyCode.LeftArrow))
         transform.right *= -1;
         //transform.eulerAngles = new Vector3(0,180,0);
     else if (Input.GetKey (KeyCode.RightArrow))
         transform.right *= -1;
         //transform.eulerAngles = new Vector3(0,0,0);



 }

}

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