Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by jbaek7023 · Sep 09, 2018 at 04:01 PM · controllercontrol

How to turn avatar object programmatically without sending input to the animator?

This code is the part of tutorial, controlling avatar object.

1) I'm trying to disable the code that sends rotation input to the animator. 2) I want to control to turning "programmatically"

     void FixedUpdate() {
 
         float inputForward=0f;
         float inputTurn=0f;
 
         if (cinput.enabled)
         {
             inputForward = cinput.Forward;
             inputTurn = cinput.Turn;
         }
         
         //switch turn around if going backwards
         if(inputForward < 0f)
         inputTurn = -inputTurn;
 
       if (CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.1f, 1f, out closeToJumpableGround))
             isGrounded = true;
 
         this.transform.Translate(Vector3.forward * cinput.Forward * Time.deltaTime * forwardMaxSpeed);
         this.transform.Rotate(Vector3.up, cinput.Turn * Time.deltaTime * turnMaxSpeed);
        rbody.MovePosition(rbody.position +  this.transform.forward * inputForward * Time.deltaTime * forwardMaxSpeed);
 
         rbody.MoveRotation(rbody.rotation * Quaternion.AngleAxis(inputTurn * Time.deltaTime * turnMaxSpeed, Vector3.up));
 
 
 //        anim.SetFloat("velx", inputTurn);  <<--- Disable sending the rotation input to the animator.
         anim.SetFloat("vely", inputForward);
         anim.SetBool("isFalling", !isGrounded);
 
        
         //clear for next OnCollisionStay() callback
         isGrounded = false;
 
 
     }

I was advised as not using turn animation is often better, but now I'm not sure this is better.. I don't see any big improvement and programmatically controlling the turn seems unachievable. Does anyone have idea how to implement this??? Thanks

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

153 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how can i make drag and release (like billiard games) ball control 1 Answer

White/Yellow line under Third Person Character? 0 Answers

Why is my boat moving horizontal , when i scripted it for vertical ? 1 Answer

Air Control While Jumping? 1 Answer

Can anyone please tell what to do make a bomb explode on touching ? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges