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Character moves out of character controller collider when rotating
Hey guys, I am trying to learn unity by making a simple 3rd person game following some tutorials. My character moves fine but if I try to rotate my character towards his back (like pressing s and w again and again) he start to move out of his character controller collider (using the built-in character controller). Following is the script I am using for the movement, besides this I am using cinemachine to handle camera:
public class ThirdPersonMovement : MonoBehaviour
{
public CharacterController controller;
public Transform cam;
public float speed = 6.0f;
public float turnSmoothTime = 0.1f; // factor used to smooth player rotation
float turnSmoothVelocity;
// Update is called once per frame
void Update()
{
//Get raw input (Movement keys): -1 to 1
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0.0f, vertical).normalized;
//If direction vector has greater value than 0.1f then start moving
if(direction.magnitude >= 0.1f)
{
//figure out the angle from mouse input for player's Z
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
//smoothly change the angle
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y,targetAngle, ref turnSmoothVelocity, turnSmoothTime);
//rotate player along Y axis
transform.rotation = Quaternion.Euler(0.0f,angle,0.0f);
//Rotation to direction: to forward
Vector3 moveDir = Quaternion.Euler(0.0f, targetAngle, 0.0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
}
}
}
I would apricate any help, thanks!
Answer by Lifes_great · Apr 19, 2021 at 12:30 AM
I've watched a lot of videos and I've noticed that a lot of people tend to use Local Rotation to normal Rotation so try
Thanks but the issue was far more stupid than I thought lol. My animations had root motion on apparently, I didn't know about this type of animation. Turning root motion off solved the issue. Thanks for your response though.