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Question by 7Why · Jul 01, 2018 at 04:31 AM · cameravectoranglesrotatingthirdpersoncontroller

Why doesn't my script turn the way i want it too

I'm creating a third-person character controller for a personal project, specifically working on the way I rotate the character to face directions with standard WASD controls. My script

         void GetInput ()
         {
             player.velocity = new Vector3(Input.GetAxis("Horizontal"), 0 , Input.GetAxis("Vertical"));
         }
     
         void PlayerRotation ()
         {
             Vector3 heading = player.transform.position - mCam.transform.position;
             heading.y = 0;
             float Distance = heading.magnitude;
             Vector3 Direction = heading / Distance;
     
             Quaternion lookRot = Quaternion.LookRotation(Direction);
             lookRot.y = lookRot.y + player.velocity.x;
             player.transform.rotation = lookRot;
         }

i was expecting it to rotate fairly freely when i hold left or right but it doesn't.

i'm open to suggestions thanks in advance.

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avatar image Tobychappell · Jul 01, 2018 at 07:33 PM 0
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What is the behaviour that you're going after? Rotate in the direction of movement over time?

avatar image 7Why Tobychappell · Jul 06, 2018 at 02:58 AM 0
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ill change my question. is there any way to do this:

     if (player.velocity != Vector3.zero)
     {
         Vector3 movement = new Vector3(player.velocity.x, 0.0f, player.velocity.z);
         transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement), 0.15F);
     }

but in camera space, so left right and forward are relative to the cameras facing direction.

avatar image 7Why 7Why · Jul 06, 2018 at 03:25 AM 0
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never$$anonymous$$d I solved it. I added these lines:

 if (player.velocity != Vector3.zero)
 {
     Vector3 movement = new Vector3(player.velocity.x, 0.0f, player.velocity.z);
     movement = mCam.transform.TransformDirection(movement);
     movement.y = 0f;
     transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement), 0.15F);
 }


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