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Question by FroddeB · Oct 02, 2014 at 12:43 PM · c#rotationmovementcharacter

Character MoveLook rotation locked?

Hey there! So I have tried to make my Character Rotate when I am walking around with Vertical and Horizontal Axis. Though the closest I got to make it work was this script. Though my only problem with the script is that when I stop moving it resets it self by looking the same direction as when I spawn the player. Anyone who knows why?

 using UnityEngine;
 using System.Collections;
 
 public class MoveLook : MonoBehaviour {
     
     public float lookSpeed = 10;
     private Vector3 curLoc;
     private Vector3 prevLoc;
     
     void Update () 
     {
         InputListen();
         transform.rotation = Quaternion.Lerp (transform.rotation,  Quaternion.LookRotation(transform.position - prevLoc), Time.fixedDeltaTime * lookSpeed);
     }
     
     private void InputListen()
     {
                 prevLoc = curLoc;
                 curLoc = transform.position;
     
     if (Input.GetKey (KeyCode.A))
         curLoc.x -= 1 * Time.fixedDeltaTime;
     if (Input.GetKey (KeyCode.D))
         curLoc.x += 1 * Time.fixedDeltaTime;
     if (Input.GetKey (KeyCode.W))
         curLoc.z += 1 * Time.fixedDeltaTime;
     if (Input.GetKey (KeyCode.S))
         curLoc.z -= 1 * Time.fixedDeltaTime;
         
         transform.position = curLoc;
         
     }
 }
 
 

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Answer by Baste · Oct 02, 2014 at 02:16 PM

What's happening is that Quaternion.LookRotation(transform.position - prevLoc) makes no sense when you're standing still - as transform.position and prevLoc is the same, you're getting the lookRotation for 0. That should log an error, by the way.

A simple fix would simply be to check if the player is moving before you rotate it:

 if(transform.position != prevloc) {
     transform.rotation = ...
 }

That will probably cause some problems - if you're facing right and quickly press 'a', your character won't turn all the way around. If that's a problem or not is completely dependent on how your game works.

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