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Question by thestrandedmoose · Dec 11, 2017 at 06:50 AM · rotationinputcharacter controllersphere

How to rotate sphere when moving in Unity

Hey all,

I have a sphere GameObject with a character controller on it. I want the sphere to rotate as if it's rolling when I move the character.

I came up with a way to do it by making the sphere rotate when the WASD keys are pressed, but now I am mapping a Playstation controller to my character and it's no longer rotating when I move with the joystick (because WASD is not being input)...

Does anyone know a way to make a sphere rotate when "Horizontal" or "Vertical" Inputs are being received in Unity? Here is my current code which works for WASD keys but not the PS4 controller:

void RotateSphere () { transform.Rotate (Vector3.right, rotateSpeed * Time.deltaTime);}

void Movement () {

     if (Input.GetKey (KeyCode.W)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.A)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.D)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.S)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.UpArrow)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.LeftArrow)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.RightArrow)) {
         RotateSphere ();
     } else if (Input.GetKey (KeyCode.DownArrow)) {
         RotateSphere ();
     }

 void Update (){
 //this runs the Movement simulation on Update
     Movement ();

}

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Answer by Ginxx009 · Dec 11, 2017 at 06:56 AM

You can do it something like this

     public Transform from;
     public Transform to;
     public float speed = 0.1F;
 
 public void RotateSphere(){
     transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed);
 
 }

Use a Quaternion.Lerp because it is much faster and good looking that .slerp. function

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