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Question by Zitoox · Sep 07, 2016 at 07:30 PM · scripting problembeginnercharacter controllerrotatearound

Make character rotate by using the mouse

Hi! I am a beginner at scripting, could someone help in this? I sincerely don't know what to do. I have a script that allow the player to go forward,backward,left and right. BUT i want to also be able to rotate the character by using the mouse. Not rotate it like, 90° degrees down or something. I wanted to make something that would POINT the player to the mouse's direction.

Examples: alt text

alt text

Here's my script:

 using UnityEngine;
 using System.Collections;
 
 public class CharMove : MonoBehaviour {
     public float speed = 6.0F;
     public float jumpSpeed = 8.0F;
     public float gravity = 20.0F;
     private Vector3 moveDirection = Vector3.zero;
     void Update() {
         CharacterController controller = GetComponent<CharacterController>();
         if (controller.isGrounded) {
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
             if (Input.GetButton("Jump"))
                 moveDirection.y = jumpSpeed;
             
         }
         moveDirection.y -= gravity * Time.deltaTime;
         controller.Move(moveDirection * Time.deltaTime);
     }
 }

Could someone help me?

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ex1.png (9.2 kB)
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Answer by Bigiansen · Sep 07, 2016 at 09:48 PM

You could use something like this:

 transform.LookAt(Camera.main.ScreenToWorldPoint(Input.mousePosition));

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Answer by Lewwwer · Sep 07, 2016 at 08:53 PM

Hello!

First I would try to convert the mouse position to world position using

 Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

This enables us to use the LookAt function to rotate our object to a specified position. So

 transform.LookAt(mousePos);

So the code should look like this:

   using UnityEngine;
   using System.Collections;
   
   public class CharMovement : MonoBehaviour
   {
   
       public float speed;
   
       private Rigidbody rb;
   
       void Start()
       {
           rb = GetComponent<Rigidbody>();
       }
   
       void FixedUpdate()
       {
           float moveHorizontal = Input.GetAxis("Horizontal");
           float moveVertical = Input.GetAxis("Vertical");
   
           Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
   
           rb.AddForce(movement * speed);
 
 
       //The new code:
       Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
       transform.LookAt(mousePos);
       }
   }

Hope I didn't make a typo...

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avatar image Lewwwer · Sep 07, 2016 at 08:54 PM 0
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Sorry, It may not work properly, depending on the original direction of your object.

I would try to make the gun to be the child of the player, and see where it is facing using this code. After the results I would adjust the position of the gun.

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