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Question by KennethfanofAkkek · Sep 02, 2017 at 09:27 AM · movement script3rd person controller

Third Person Controller That Faces The Direction He's Running

Ive been trying to figure out how to make it so that my main character faces the direction he happens to be running in

ive got his movement all worked out

but i cant work out how to make him face the direction he is running and make it so the animator and angle the model according to how he is turning

basically giving him a movement scheme much like mrio64 or legend of zelda wind waker

heres my script so far using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class PlayerMovement : MonoBehaviour {
 
     //Player movement script Variables
 
     public Transform myTransform;
     public CharacterController CC;
     public Transform myCamera;
     public Animator Anim;
     public Vector3 moveDirection;
     public Vector3 cameraDirection;
 
     public Quaternion orientation;
 
     public float VectorZ = 0;
     public float VectorX = 0;
     public float JumpHeight;
     public float MoveSpeed;
     public float sprintBoost;
     public float TurnSpeed;
     public float Gravity;
     public float YRot;
 
     // Use this for initialization
     void Start ()
     {
         myTransform = transform;
         CC = myTransform.GetComponent<CharacterController>();
         myCamera = transform.Find("Camera_Mount");
         Anim = myTransform.GetComponent<Animator>();
         moveDirection = new Vector3(0, 0, 0);
     }
     
     // Update is called once per frame
     void Update ()
     {
         if(Input.GetButton("Fire2"))
         {
             LockedMovement();
         }
         else
         {
             UnlockedMovement();
         }
     }
 
     void UnlockedMovement ()
     {
         VectorZ = Input.GetAxis("Vertical");
 
         VectorX = Input.GetAxis("Horizontal");
 
         CC.Move(moveDirection * Time.deltaTime);
 
         if (CC.isGrounded)
         {
             //cameraDirection = Vector3.Scale(myCamera.forward, new Vector3(1, 0, 1)).normalized;
             //moveDirection = VectorZ * cameraDirection * MoveSpeed + VectorX * myCamera.right * MoveSpeed;
 
             //moveDirection = transform.TransformDirection(moveDirection);
 
             Vector3 moveVectorX = cameraDirection * VectorZ;
             Vector3 moveVectorY = cameraDirection * VectorX;
             moveDirection = (moveVectorX + moveVectorY).normalized * MoveSpeed * Time.deltaTime;
 
             myTransform.LookAt(myTransform.position + moveDirection);
 
             Anim.SetBool("IsGrounded", true);
 
             if (Input.GetButton("Jump"))
             {
                 moveDirection.y += JumpHeight;
 
                 Anim.SetBool("IsGrounded", false);
 
                 Anim.SetTrigger("Jump");
             }
         }
         else
         {
             moveDirection.y += Gravity;
 
             Anim.SetBool("IsGrounded", false);
         }
 
         /*Vector3 newDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
 
         orientation = Quaternion.LookRotation(newDirection, Vector3.up);
         Quaternion turnDirection = Quaternion.Lerp(myTransform.rotation, orientation, TurnSpeed * Time.deltaTime);
 
         myTransform.rotation = turnDirection;*/
     }
 
     void LockedMovement ()
     {
         YRot = Input.GetAxis("Mouse X") * TurnSpeed;
 
         CC.Move(moveDirection * Time.deltaTime);
 
         Anim.SetFloat("Movement_Forward", VectorZ);
 
         Anim.SetFloat("Movement_Right", VectorX);
 
         myTransform.Rotate(0, YRot, 0);
 
         Anim.SetBool("IsAttacking", Input.GetButton("Fire1"));
 
         if (CC.isGrounded)
         {
             moveDirection = transform.right * VectorX + transform.forward * VectorZ;
 
             Anim.SetBool("IsGrounded", true);
 
             if (Input.GetButton("Jump"))
             {
                 moveDirection.y += JumpHeight;
 
                 Anim.SetBool("IsGrounded", false);
 
                 Anim.SetTrigger("Jump");
             }
         }
         else
         {
             moveDirection.y += Gravity;
 
             Anim.SetBool("IsGrounded", false);
         }
 
         if (Input.GetButton("Sprint"))
         {
             VectorZ = MoveSpeed * sprintBoost * Input.GetAxis("Vertical");
         }
         else
         {
             VectorZ = MoveSpeed * Input.GetAxis("Vertical");
         }
 
         VectorX = MoveSpeed * Input.GetAxis("Horizontal");
     }
 }
 

I have tried a few things which will hopefully explain the mess

but most bits i have worked out

i just wanna make it so he turns to face the direction i have him moving in

any help would be great

By the way im using a character controller Not a rigidbody

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