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Question by easilyBaffled · Jan 06, 2013 at 08:29 PM · rotationmovementlookattranslateinput.getaxis

Look Where You're Going

I have a player that can walk around in a 3d space. The Player is just a Capsule, with a regular Capuse Collider. The controls are simple so far.

 var dir = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 transform.Translate(dir*Time.deltaTime*10);

The problem is I need the player to look where its going. I've tried LookAt(dir), I've transform.Rotate(0, hor+dir,0) but both get me really strange rotations. I've even tried

 var rot = Quaternion.Euler(dir);
 transform.rotation = Quaternion.Slerp(transform.rotation, rot, Time.deltaTime);

But that doesn't do anything.

Can you help me?

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Answer by easilyBaffled · Jan 06, 2013 at 11:08 PM

Thanks for trying guys, but I found this solution http://answers.unity3d.com/questions/28109/how-to-turn-and-face-the-direction-im-moving-using.html. I wasn't planning on using the CharacterController but it seems to be the smart thing to do at the moment.

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Answer by KazeEnji · Jan 06, 2013 at 10:11 PM

Have you tried making the camera a child of the capsule? That should turn the camera when you turn the capsule.

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avatar image easilyBaffled · Jan 06, 2013 at 10:49 PM 0
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The Camera is not attached to the Player its floating overhead

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Answer by Piflik · Jan 06, 2013 at 10:35 PM

Try this:

 transform.forward = Quaternion.Slerp(transform.forward, dir, 0.1f);
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avatar image easilyBaffled · Jan 06, 2013 at 10:55 PM 0
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Unfortunatly no that didn't work either, also you want Vector3.Slerp if it did.

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