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Question by
kian192837465 · Aug 19, 2019 at 12:33 PM ·
rotationplayer movementturning
My character turns around when moving other directions, how can i make it always face forwards?
my player model moves and rotates with the camera which is fine (the camera is third person) the only problem is when i move left right or backwards the player model rotates, is there a way i can change my script so that my player model moves left right or backwards without turning around. ill post my movement script below.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hotdogcontrollernew : MonoBehaviour
{
public float walkSpeed = 10;
public float runSpeed = 16;
public float gravity = -12;
public float jumpHeight = 1;
[Range(0,1)]
public float airControlPercent;
public float turnSmoothTime = 0.2f;
float turnSmoothVelocity;
public float speedSmoothTime = 0.1f;
float speedSmoothVelocity;
float currentSpeed;
float velocityY;
Animator animator;
Transform cameraT;
CharacterController controller;
// Start is called before the first frame update
void Start()
{
animator = GetComponent<Animator>();
cameraT = Camera.main.transform;
controller = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update(){
// input
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector2 inputDir = input.normalized;
bool running = Input.GetKey(KeyCode.LeftShift);
Move(inputDir, running);
if (Input.GetKeyDown (KeyCode.Space)){
Jump ();
}
//animator
float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
}
void Move(Vector2 inputDir, bool running){
{
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
velocityY += Time.deltaTime * gravity;
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
currentSpeed = new Vector2(controller.velocity.x, controller.velocity.z).magnitude;
if (controller.isGrounded)
{
velocityY = 0;
}
}
void Jump(){
if (controller.isGrounded) {
float jumpVelocity = Mathf.Sqrt(-2 * gravity * jumpHeight);
velocityY = jumpVelocity;
}
}
float GetModifiedSmoothTime(float smoothTime) {
if (controller.isGrounded){
return smoothTime;
}
if (airControlPercent == 0){
return float.MaxValue;
}
return smoothTime / airControlPercent;
}
}
Comment
Answer by Jskrlec1997 · Aug 20, 2019 at 02:17 PM
Hello m8, You can try play with rigidbody Constraints, try to lock some axis and see result.
sdfsdg.png
(11.5 kB)
no that doesn't work, i think something in the script needs to be edited