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Question by Darmouth · Oct 13, 2013 at 07:43 AM · c#rotationdirectioncharacter controllerfacing

How to snap a model to the direction being moved in, without also rotating the character controller

I'm trying to create a topdown puzzler game, and i want the model to face the direction you're moving. Everything I could find has me rotate the character controller, which then changes the movement direction of the character. Is there some way to rotate the model on a button press? or perhaps based on the direction the model is moving in, without rotating the character controller?

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Answer by Darmouth · Nov 08, 2013 at 05:19 AM

Huzzah! I figured it out. Posting the code here for all posterity. Does have a few bugs, but ultimately does what I want for this question.

using UnityEngine; using System.Collections;

public class CharacterMovement : MonoBehaviour {

 //Variables
 public GameObject player;
 public float turnspeed=180f;
 public float speed = 6.0F;
 public float jumpSpeed = 8.0F; 
 public float gravity = 20.0F;
 private Vector3 moveDirection, moveVector = Vector3.zero;
 
 
 void Update() {
     CharacterController controller = GetComponent<CharacterController>();
     // is the controller on the ground?
     if (controller.isGrounded) {
         //Feed moveDirection with input.
         moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
         moveVector = transform.TransformDirection(moveDirection);
         //Multiply it by speed.
         moveDirection *= speed;
          //Force the controller to pick a direction to turn when moving backwards.
         if (moveVector != Vector3.zero){
             if(Vector3.Angle (transform.forward, moveVector) > 179){
                 moveVector = transform.TransformDirection (new Vector3(.01f, 0, -1));
             }
             player.transform.rotation = Quaternion.RotateTowards(player.transform.rotation, Quaternion.LookRotation (moveVector), turnspeed * Time.deltaTime);
         }
         //Jumping
         if (Input.GetButton("Jump"))
             moveDirection.y = jumpSpeed;
     }
     //Applying gravity to the controller
     moveDirection.y -= gravity * Time.deltaTime;
     //Making the character move
     controller.Move (moveDirection * Time.deltaTime);

} }

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Answer by Orlean · Oct 13, 2013 at 09:59 AM

If you are using a standard FPS controller, then you can just rotate the graphics object.

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avatar image Darmouth · Oct 13, 2013 at 08:08 PM 0
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$$anonymous$$y question asked How to do that. transform.Rotate doesn't work, neither does trying to modify transform.rotation.y directly. I don't know what I'm not doing.

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Answer by DylanW · Oct 13, 2013 at 08:31 AM

I have an idea. Lets try adding an empty game object with a character controller attached to it. Then we set it as the parent of the model. Next we apply the rotating functionality to the model.

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avatar image Darmouth · Oct 13, 2013 at 08:09 PM 0
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The character controller is already the parent of the model. How do I apply rotation to the model then? transform.Rotate doesn't do anything, and modifying transform.rotation.y also doesn't work.

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