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Question by Sooper1337 · Sep 15, 2011 at 04:32 AM · c#rotationmovementcharacter

Character Rotation

Alright so i am trying to write a movement script kind of like what would be used for a 2d side scroller. my problem lies in having the character rotate to the direction he is walking. i cant seem to figure out a solution to make this work properly. here is the current code i have atm

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour 
 {
     public float speed = 10.0f;
     public float rotationspeed = 100.0f;
     private float moveBack = -1.0f;
     private float moveForward = 1.0f;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () 
     {
         if(Input.GetKey(KeyCode.A))
         {
             float translation = moveBack * speed;
             //float rotation = moveBack * rotationspeed;
             translation *= Time.deltaTime;
             //rotation *= Time.deltaTime;
             transform.position += Vector3.right * translation;
         }
         
         if(Input.GetKey(KeyCode.D))
         {
             float translation = moveForward * speed;
             //float rotation = moveBack * rotationspeed;
             translation *= Time.deltaTime;
             //rotation *= Time.deltaTime;
             transform.position += Vector3.right * translation;
         }
     }
 }
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avatar image asafsitner · Sep 15, 2011 at 06:03 AM 0
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I presume the problem is that the player keeps rotating forever? Also you might want to use Vector3.forward as the move direction, assu$$anonymous$$g the player character faces the walk direction. In case my assumption was correct, you may want to try a $$anonymous$$athf.Clamp method to constraint the rotation.

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Answer by Piflik · Sep 15, 2011 at 11:58 AM

Try this:

 transform.forward = Vector3.Slerp(transform.forward, Vector3.right * translation, rotationspeed);
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avatar image Sooper1337 · Sep 15, 2011 at 03:02 PM 0
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Thank you so much this worked perfectly. just had to multiply Time.deltaTime to rotationspeed for it to rotate smoothly. i cant thank you enough for this.

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Answer by PaxNemesis · Sep 15, 2011 at 12:15 PM

This might be what you are looking for.

 [RequireComponent(typeof(CharacterController))]
 public class PlayerMovement : MonoBehaviour
 {
     public float movementSpeed = 10.0f;
     public float rotationSpeed = 100.0f;
 
     private CharacterController controller;
 
     void Start()
     {
         // Finds the objects charactercontroller.
         controller = GetComponent<CharacterController>();
     }
 
     void Update()
     {
         if (Input.GetKey(KeyCode.A))
         {
             LookAtDirection(-Vector3.right);
             Move();
         }
 
         if (Input.GetKey(KeyCode.D))
         {
             LookAtDirection(Vector3.right);
             Move();
         }
 
     }
 
     public void LookAtDirection(Vector3 targetDirection)
     {
         gameObject.transform.rotation = Quaternion.Slerp(gameObject.transform.rotation,
                                         Quaternion.LookRotation(targetDirection),
                                         rotationSpeed * Time.deltaTime);
     }
 
     public void Move()
     {
         Vector3 moveDirection = gameObject.transform.forward * movementSpeed;
 
         // Move the controller
         controller.Move(moveDirection * Time.deltaTime);
     }
 }

*Updated to include some movement code.

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