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Question by garrei · Feb 13, 2015 at 12:06 PM · c#rotationspeedstates

C# - How to vary rotation speed according to movement speed

Hi, I'm currently in the process of making a top down shooter and need to get the player to rotate fast when running and slowly when walking. I have The following code but I just don't see why it is that it's not working:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent (typeof (CharacterController))]
 public class PlayerController : MonoBehaviour 
 {
     //Player Properties
     public float rotationSpeedRun = 5000;
     public float rotationSpeedWalk = 450;
     public float walkSpeed = 5;
     public float runSpeed = 8;
 
     private Quaternion targetRotation;
     private CharacterController controller;
 
     // Use this for initialization
     void Start () 
     {
         controller = GetComponent<CharacterController> ();
     }
     
     // Update is called once per frame
     void Update () 
     {
         Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"),0,Input.GetAxisRaw("Vertical"));
 
         if (input != Vector3.zero) 
         {
             targetRotation = Quaternion.LookRotation (input);
             transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle (transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeedWalk * Time.deltaTime);
         } 
 
         else if (Input.GetButton ("Run")&&(input != Vector3.zero))
         {
             targetRotation = Quaternion.LookRotation (input);
             transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle (transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeedRun * Time.deltaTime);
         }
 
         Vector3 motion = input;
         motion *= (Mathf.Abs (input.x) == 1 && Mathf.Abs (input.x) == 1) ? .7f : 1;
         motion *= (Input.GetButton ("Run")) ? runSpeed : walkSpeed;
         motion += Vector3.up * -8;
 
         controller.Move (motion * Time.deltaTime);
     }
 }

All I get is the player always rotating at the slower speed even when running.

I bet it's the simplest thing so a second pair of eyes to read over my player controller script would be awesome. Thanks!

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Answer by Baste · Feb 13, 2015 at 01:17 PM

You've done this:

 if (input != Vector3.zero) {
     ...
 }
 else if (Input.GetButton ("Run") && (input != Vector3.zero)) {
     ...
 }

The else-if can never run, as if the input is not equal to zero, the if would run, and the else would never be evaluated.

I think the best way to restructure would be:

 if (input != Vector3.zero) {
     targetRotation = Quaternion.LookRotation (input);

     if(Input.GetButton ("Run"))
         transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle (transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeedRun * Time.deltaTime);
     else
         transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle (transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeedWalk * Time.deltaTime);
 }
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