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Question by abascom · Oct 27, 2017 at 11:48 AM · cameraplayer movementlockon

Trouble with lock on camera - shaking character

Hello I am working on trying to implement a lock on system for enemies in my game. Basically when the player presses a button the camera rotates to face the enemy, but keeps the player in view as well. What I'm now trying to do is move the player according to the camera's rotation so that if I press right, for instance, the player would move around the enemy. I've almost got the code implemented but whenever I move my character to the right or left it shakes. Forward and backward seems to work fine, only to the right or left.

Here is my code so far, please note the comments aren't up to date with some of my changes so I apologize if they cause confusion:

 // Set the horizontal direction to zero so that horizontal movement isn't maintained unless the user wishes it to
         moveDirection = new Vector3(0.0f, moveDirection.y, 0.0f);
         Vector3 tempMoveDirection = moveDirection;
 
         // Get the direction the horizontal and vertical axis are pointing in and ensure the user is intending the character to move
         Vector3 inputDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
         if (inputDirection.x > 0.0f || inputDirection.x < 0.0f || inputDirection.z > 0.0f || inputDirection.z < 0.0f)
         {
             // Get the center's rotations, find the rotation for the direction the character will be moving, add the camera's rotation represented
             // by the center's rotation using the modulo operator to ensure it is under 360 degrees
             charCenterRotation = playerCam.transform.eulerAngles;
             float rotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg;
             rotation = (rotation + charCenterRotation.y) % 360.0f;
 
             // The value to check whether the character has fully rotated or not needs to be positive rotation so first if it isn't make it positive
             // Second check the distance to see if the character has fully rotated
             float rotCheckValue = rotation >= 0.0f ? rotation : rotation + 360.0f;
             if (Vector3.Distance(CharControl.transform.rotation.eulerAngles, new Vector3(0.0f, rotCheckValue, 0.0f)) > 0.01f)
             {
                 // Rotate the character using the Quaternion Lerp function (magic)
                 CharControl.transform.rotation = Quaternion.Lerp(CharControl.transform.rotation, Quaternion.Euler(0.0f, rotation, 0.0f),
                     Time.deltaTime * rotateSpeed);
             }
             else
             {
                 // Set the character's rotation to the targeted rotation, get the forward vector * movement speed, and update the x and y move direction
                 CharControl.transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
                 tempMoveDirection = CharControl.transform.forward * moveSpeed;
                 moveDirection = new Vector3(tempMoveDirection.x, moveDirection.y, tempMoveDirection.z);
             }
             charAnimation.SetBool("walking", true);
         }


Any help offered would be greatly appreciated, thanks.

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