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Question by Tubestorm · May 18, 2020 at 04:07 PM · cameraplayercontrollerjoysticksnapping

Player Rotation is snapping

Hey!

I'm having some snapping issues, my players rotation just keeps snapping. i'm not sure what to do, can someone assist me.

here is my code.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.EventSystems;
 using UnityEngine;
 
 public class WorldInteraction : MonoBehaviour
 {
     public static WorldInteraction instance;
 
     public UnityEngine.AI.NavMeshAgent playerAgent;
     protected FloatingJoystick joystick;
     protected FloatingJoystick joystick2;
 
     public Rigidbody rigidbody;
     public Rigidbody playerBase;
     public Vector3 velocity1;
     float m_Speed = 10f;
 
 
 
     static protected float distanceTraveled;
 
 
     void Start()
     {
         instance = this;
         playerAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
 
         //find things in scene
         joystick = GameObject.Find("FloatingJoystick").GetComponent<FloatingJoystick>();
         joystick2 = GameObject.Find("FloatingJoystick2").GetComponent<FloatingJoystick>();
 
 
     }
 
     void Update()
     {
         //get movement from 
         velocity1 = new Vector3(joystick.Horizontal * m_Speed, rigidbody.velocity.y, joystick.Vertical * m_Speed);
         rigidbody.velocity = velocity1;
         
         //rotation
         var input = new Vector3(joystick2.Horizontal, 0, joystick2.Vertical);
         if (input != Vector3.zero)
         {
             rigidbody.transform.forward = input;
         }
         
 
         if (Input.GetMouseButtonDown(0) && !UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
         {
             GetInteraction();
         }
     }
 }


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Answer by unity_ek98vnTRplGj8Q · May 18, 2020 at 04:52 PM

If the snapping is just the direct result of unsmooth input you could just add some smoothing, either on the input vector or on the rotation. You could try something like this to smooth the rotation

 Quaternion targetRotation;
 float smoothAmount = 1; //Play with this value
 
 void Update(){
     Vector3 input;
 
     //Get input here
 
     targetRotation = Quaternion.LookRotation(input); //Get unsmoothed rotation
 
     //Set our rigidbody rotation to some intermediate rotation value every frame
     Quaternion actualRotation = Quaternion.Slerp(rigidbody.transform.rotation, targetRotation, smoothAmount*Time.deltaTime);
     rigidbody.MoveRotation(actualRotation);
 }
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