Smoth LookAt Unity c#
Hello, I made a script that makes the movement of the player follow the rotation of the camera, the problem is that when I rotate my character with each arrow of my keyboard it turns very sharply and even moves a little position, as I could Fix this? I have read about replacing LookAt by Quaternion.Lerp but when I use it it works almost as I would like but the problem is that when I stop pressing an arrow key the character always turns to the same point
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class CaminarA : MonoBehaviour { public float horizontalMove; public float verticalMove; private Vector3 playerInput; public CharacterController player; public float playerSpeed; private Vector3 movePlayer; public Camera mainCamera; private Vector3 camForward; private Vector3 camRight; public float velGiro = 12f; private Rigidbody rb; public Transform target;
 private Animator anim;
 // Start is called before the first frame update
 void Start()
 {
     player = GetComponent<CharacterController>();
     anim = GetComponent<Animator>();
     rb = GetComponent<Rigidbody>();
 }
 // Update is called once per frame
 void Update()
 {
     float horizontalMove = Input.GetAxis("Horizontal");
     float verticalMove = Input.GetAxis("Vertical");
     playerInput = new Vector3(horizontalMove, 0, verticalMove);
     playerInput = Vector3.ClampMagnitude(playerInput, 1);
     if (horizontalMove != 0 || verticalMove != 0)
     {
         anim.SetBool("Caminar", true);
     }
     else
     {
         anim.SetBool("Caminar", false);
     }
     camDirection();
     movePlayer = playerInput.x * camRight + playerInput.z * camForward;
     player.transform.LookAt(player.transform.position + movePlayer);
     player.Move(movePlayer * playerSpeed * Time.deltaTime);
 }
 void camDirection()
 {
     camForward = mainCamera.transform.forward;
     camRight = mainCamera.transform.right;
     camForward.y = 0;
     camRight.y = 0;
     camForward = camForward.normalized;
     camRight = camRight.normalized;
 }
 
               }
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