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Question by rpthomps · Oct 26, 2017 at 05:49 PM · fixedupdatemoveposition

MovePosition works for keys but not from mouseclick

Hello,

I have a game object that can move via the keyboard, through getaxisraw and also can move by clicking some sprites on the gameboard via the mouse. When I use the keys, the object faces the new direction and moves in that direction. When I use the mouse it faces the new direction but doesn't move. It did before the last update of Unity but now doesn't. Any ideas?

void FixedUpdate () {

     // Store the input axes.
     float h = Input.GetAxisRaw ("Horizontal");
     float v = Input.GetAxisRaw ("Vertical");

     Move (h, v);

     #if UNITY_EDITOR

     if (Input.GetMouseButton(0) || Input.GetMouseButtonDown(0) || Input.GetMouseButtonUp(0)){
         Ray ray = cam.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit = new RaycastHit();

         Debug.DrawRay(ray.origin, ray.direction * 1000, Color.green);

         // Tell me what object is hit
         if (Physics.Raycast(ray, out hit)) {

             if (hit.collider.gameObject.name == "BuyButtonCylinder"){

             }
             if (hit.collider.gameObject.name == "DownButtonCylinder"){
                 Move(0,-1);

             }
             if (hit.collider.gameObject.name == "RightButtonCylinder"){
                 Move(1,0);
             


             }
             if (hit.collider.gameObject.name == "LeftButtonCylinder"){
                 Move(-1,0);

             }
             if (hit.collider.gameObject.name == "UpButtonCylinder"){
                 Move(0,1);
             

             }
         }

     }


     #endif

     foreach (Touch touch in Input.touches) {
         Ray ray = cam.ScreenPointToRay (touch.position);
         RaycastHit hit = new RaycastHit ();

         // Tell me what object is hit
         if (Physics.Raycast (ray, out hit)) {


             if (hit.collider.gameObject.name == "DownButtonCylinder") {
                 Move (0, -1);

             }
             if (hit.collider.gameObject.name == "RightButtonCylinder") {
                 Move (1, 0);


             }
             if (hit.collider.gameObject.name == "LeftButtonCylinder") {
                 Move (-1, 0);

             }
             if (hit.collider.gameObject.name == "UpButtonCylinder") {
                 Move (0, 1);

             }
         }


     }


 }

 public void Move (float h, float v)
 {
     // Move the player around the scene.
     if (m_amIdead || b_pauseMe) {
         h = 0;
         v = 0;

     }
         

     // 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);

     transform.forward = movement;
     //transform.forward = Vector3.Normalize(new Vector3(h, 0f, v));




 }
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Answer by rpthomps · Oct 27, 2017 at 01:31 PM

I solved it by adding

     if (h != 0 || v != 0)
         transform.forward = Vector3.Normalize(new Vector3(h, 0f, v));
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