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Question by Interstellar_Games · Mar 17, 2017 at 01:09 AM · rotationraycast2d gameplayershooter

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;

 }

}

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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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