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Question by NohanG · Aug 07, 2018 at 05:23 AM · rotationmovementcharactercontrollerquaternion

Player model rotates forward with camera

I have a script that controls the players movement. Part of the movement involves rotating the player so that they face the direction of axis input using. It also controls the rotation of the camera. The camera can freely rotate around the player which I think is part of the cause of the problem. I think the main issue ( I may be very wrong) is that I'm using Quaternion.LookRotation which is causing my character to lie flat on his front when I look down. I've mulled over it for hours! How could I fix this?

         //Calls the function that controls camera 'zoom'
         CameraZoom(cam, 60.0f, 40.0f);
 
         //Controls the camera zoom by using zoom as the field for the z axis
         playerCamera.transform.localPosition = new Vector3(0, 0, zoom);
 
         //Move the camera
         mouseX += Input.GetAxis("Mouse X") * mouseSensitivity;
         mouseY -= Input.GetAxis("Mouse Y") * mouseSensitivity;
 
         //Clamp up and down movement of the camera
         mouseY = Mathf.Clamp(mouseY, -60, 60);
 
         //Rotate center point forwards and face camera towards center
         playerCamera.LookAt(centerPoint);
         centerPoint.localRotation = Quaternion.Euler(mouseY, mouseX, 0);
 
         //Check to see if shift is being pressed to change speed to run speed
 
         //Make the center point follow the player
         centerPoint.position = new Vector3(character.position.x, character.position.y + cameraYOffset, character.position.z);
 
         //Controls the facing direction of the player
         Vector3 moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, 0, Input.GetAxis("Vertical")).normalized * moveSpeed;
         moveDirection = transform.TransformDirection(moveDirection);
         Quaternion rot = Quaternion.LookRotation(moveDirection);
 
         Quaternion playerRotation = character.rotation;
 
         playerRotation = Quaternion.Slerp(character.rotation, rot, Time.deltaTime * rotationSpeed);
 
         moveDirection.y -= gravity * Time.deltaTime;
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