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Top Down Shooter Player Controller
I've started to make a top down shooter, and am currently working on a character controller. I've created very basic movements, but when I tried to make my character look where the mouse is pointing nothing would happen. I followed the tutorial perfectly, but nothing would work. Could someone look at my code?
 public float playerSpeed;
 private Rigidbody2D playerRigidbody;
 private Vector2 moveInput;
 private Vector2 moveVelocity;
 private Camera mainCamera;
 void Start () {
     playerRigidbody = GetComponent<Rigidbody2D>();
     mainCamera = FindObjectOfType<Camera>();
 }
 void Update () {
     moveInput = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
     moveVelocity = moveInput * playerSpeed;
     Ray cameraRay = mainCamera.ScreenPointToRay (Input.mousePosition);
     Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
     float rayLength;
     if(groundPlane.Raycast(cameraRay, out rayLength)) {
         Vector3 pointToLook = cameraRay.GetPoint(rayLength);
         Debug.DrawLine(cameraRay.origin, pointToLook, Color.blue);
         transform.LookAt (pointToLook);
     }
 }
 void FixedUpdate () {
     playerRigidbody.velocity = moveVelocity;
 }
}
Answer by RealCOOLGHOST · Feb 18, 2018 at 04:12 PM
I have a soultion not sure if it will work, dont use the static float if you not going to use it the right way remove static to see variable in editor but I have the basic mouse things down here you go.  using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player3 : MonoBehaviour { public static float speed = 1; private Vector3 mousePosition; void FixedUpdate() { mousePosition = Input.mousePosition; mousePosition = Camera.main.ScreenToWorldPoint(mousePosition); transform.position = Vector2.Lerp(transform.position, mousePosition, speed * Time.deltaTime); } } 
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