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Question by Mergster · Dec 07, 2016 at 07:42 PM · rotation3d modelswalking

3d Character rotation

Hello, I'm kinda a beginner when it comes to 3d in unity. I put this script together:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour {
     Animator anim;
     public float speed = 6.0F;
     private Vector3 moveDirection = Vector3.zero;
 
     // Use this for initialization
     void Start () {
         anim = GetComponent<Animator>();
 
     }
 
     // Update is called once per frame
     void Update () {
 
 
         float input_x = Input.GetAxisRaw("Horizontal1");
         float input_y = Input.GetAxisRaw("Vertical1");
 
         bool isWalking = (Mathf.Abs(input_x) + Mathf.Abs(input_y)) > 0;
 
         anim.SetBool("IsWalking", isWalking);
         if(isWalking)
         {
             anim.SetFloat("x", input_x);
             anim.SetFloat("y", input_y);
 
             CharacterController controller = GetComponent<CharacterController>();
             moveDirection = new Vector3(Input.GetAxis("Horizontal1"), 0, Input.GetAxis("Vertical1"));
             moveDirection = transform.TransformDirection(moveDirection);
             controller.Move(moveDirection * speed * Time.deltaTime);
 
         }
     }
 }

It works fine for the most part. The character plays the walking animation when a key is down and the idle animation when nothing is pressed. However, the character only faces forward even when I move right and left. I don't know how to fix it....Help please. Thanks in advance,

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Answer by Mergster · Dec 08, 2016 at 08:36 PM

I fixed it! Here's my fixed script:

     Animator anim;
     public float speed = 6.0F;
     private Vector3 moveDirection = Vector3.zero;
     public GameObject player;
     public float turnspeed=180f;
     public float jumpSpeed = 8.0F; 
     public float gravity = 20.0F;
 
     // Use this for initialization
     void Start () {
         anim = GetComponent<Animator>();
 
     }
 
     // Update is called once per frame
     void Update () {
 
         float input_x = Input.GetAxisRaw("Horizontal1");
         float input_y = Input.GetAxisRaw("Vertical1");
 
         bool isWalking = (Mathf.Abs(input_x) + Mathf.Abs(input_y)) > 0;
 
         anim.SetBool("IsWalking", isWalking);
         if(isWalking)
         {
             CharacterController controller = GetComponent<CharacterController>();
                 moveDirection = new Vector3 (Input.GetAxis ("Horizontal1"), 0, Input.GetAxis ("Vertical1"));
                 player.transform.rotation = Quaternion.RotateTowards (player.transform.rotation, Quaternion.LookRotation (moveDirection), turnspeed * Time.deltaTime);
             moveDirection.y -= gravity * Time.deltaTime;
             controller.Move(moveDirection * speed * Time.deltaTime);
 
         }
     }
 }
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