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Question by ahmedsaed2652003 · Aug 04, 2020 at 10:22 AM · raycastaxistransform.rotationxyz

transform.rotation is not affecting x,y,z axis

hi,

I am using this script from this tutorial to move and rotate my character using character controller

 void Update()
     {
         groundedPlayer = characterController.isGrounded;
         if (groundedPlayer && playerVelocity.y < 0)
         {
             playerVelocity.y = 0f;
         }
 
         float horizontal = Input.GetAxisRaw("Horizontal");
         float vertical = Input.GetAxisRaw("Vertical");
         Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
 
         if (direction.magnitude >= 0.1f)
         {
             float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
             angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
             transform.rotation = Quaternion.Euler(0f, angle, 0f);
             
             Vector3 movedir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
             characterController.Move(movedir.normalized * speed * Time.deltaTime);
             animator.SetBool("Walk", true);
 
             if (Input.GetKeyDown(KeyCode.Space) && groundedPlayer)
             {
                 animator.SetBool("Jump", true);
                 if (animator.GetBool("Jump") == true)
                 {
                     playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
                 }
             }
             else if (Input.GetKeyUp(KeyCode.Space))
             {
                 animator.SetBool("Jump", false);
             }
         }
         else
         {
             animator.SetBool("Walk", false);
         }
 
         
 
         playerVelocity.y += gravityValue * Time.deltaTime;
         characterController.Move(playerVelocity * Time.deltaTime);
 
         if (Input.GetKey(KeyCode.LeftShift))
         {
             animator.SetBool("Run", true);
             speed = 6f;
         }
         else
         {
             animator.SetBool("Run", false);
             speed = 2f;
         }
     }

the problem is x,y,z axis is not rotating with the character which makes the raycast not working perfectly (the raycast is set to forward)

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