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Question by inkydraco · Mar 24, 2019 at 12:54 AM · movementquaternion.lookrotationquaternion.slerp

Help with Quaternion.Slerp movement?

Hey, I've been having some trouble with a quaterion.slerp code. I want the movement of my object to rotate based on the wasd key press. It works, for the most part. However, my object keeps rotating 90 degrees on the z-axis on play? alt text I thought it was the model having the wrong axis forward, since it was imported from Blender, but that doesn't seem to have solved my problem. The code I used is below. I'm still a beginner at this stuff, so I'm wondering if it's something I did wrong?

  void Start()
     {
         controller = GetComponent<CharacterController>(); 
     }

     void Update()
     {
       
         moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, 0f, Input.GetAxis("Vertical") * moveSpeed);

         moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale);

         transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(moveDirection), turnSpeed);
       
         controller.Move(moveDirection * Time.deltaTime);


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Answer by inkydraco · Apr 03, 2019 at 04:13 AM

Nevermind, I figured it out! So I read that the Quaterion.LookRotation code works in the sense of Quaternion.LookRotation(a vector3 that will face forward, a vector3 that will face up).

The moveDirection variable was being affected with the gravity code I had written moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale); so it kept making the y axis point forward and flipping my character down. As soon as I commented that piece of code out, the model moves wonderfully and faces in the correct direction!

Now I just need to figure out how to readd the gravity again, without affecting the quaternion. Hope this helps someone out, if you're having a similar issue.

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