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Question by Elixist · Jun 11, 2018 at 12:34 AM · rotationscripting problem

Trying to turn my player model

I've been trying to change the rotation in the sleep shooter tutorial with buttons instead of a mouse pointer, My character seems to be darting in a direction and off the map Here's my code:

using UnityEngine;

public class PlayerMovement : MonoBehaviour { public float speed = 6f; // The speed that the player will move at.

 Vector3 movement;                   // The vector to store the direction of the player's movement.
 Animator anim;                      // Reference to the animator component.
 Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
 int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
 float camRayLength = 100f;          // The length of the ray from the camera into the scene.

 Vector3 DeltaVac;

 public Transform target;

 void Awake()
 {
     // Create a layer mask for the floor layer.
     floorMask = LayerMask.GetMask("Floor");

     // Set up references.
     anim = GetComponent<Animator>();
     playerRigidbody = GetComponent<Rigidbody>();
 }


 void Update()
 {
     // Store the input axes.
     float h = Input.GetAxis("Horizontal");
     float v = Input.GetAxis("Vertical");

     Turning(h, v);
     // Move the player around the scene.
     Move(h, v);

     // Turn the player to face the mouse cursor.


     // Animate the player.
     Animating(h, v);

     Jump(h, v);
 }

 void Move(float h, float v)
 {
     // Set the movement vector based on the axis input.
     movement.Set(h, 0f, v);

      //Normalise the movement vector and make it proportional to the speed per second.
     movement = movement.normalized * speed * Time.deltaTime;

      //Move the player to it's current position plus the movement.
     playerRigidbody.MovePosition(transform.position + movement);
 }

 void Turning(float h, float v)
 {

     transform.Rotate(0, h, 0);
     transform.Translate(0, 0, v);
 }

 void Jump(float h, float v)
 {

 }

 void Animating(float h, float v)
 {
     // Create a boolean that is true if either of the input axes is non-zero.
     bool walking = h != 0f || v != 0f;

     // Tell the animator whether or not the player is walking.
     anim.SetBool("IsWalking", walking);
 }

}

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