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Question by jhubbard0221 · Jul 20, 2020 at 09:37 PM · movementrigidbodycharactercontroller

Converting my Character Controller Movement to Rigidbody

Thinking it might be better for my game, I'v started converting my player controls using the Character Controller component to a Rigidbody component. Almost everything for the player movement is converted except for one line of code. As seen below (at the very bottom) it is the line with controller.Move, because I don't know the Rigidbody equivalent to controller.Move. If anyone knows what I can put to get this script to work, please let me know.

 public class PlayerController : MonoBehaviour
 {
     public CharacterController controller
     public Transform cam
     public float turnSmoothTime = 0.07f;
     float turnSmoothVelocity;
 
         void Update()
         {
             //Character Movement
             float horizontal = Input.GetAxisRaw("Horizontal");
             float vertical = Input.GetAxisRaw("Vertical");
             inputVector = new Vector3(horizontal * 50f, rb.velocity.y, vertical * 50f).normalized;
             rb.velocity = inputVector;
     
             //Character Rotation
             if (inputVector.magnitude >= 0.1f)
             {
                 float targetAngle = Mathf.Atan2(inputVector.x, inputVector.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
                 float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
                 transform.rotation = Quaternion.Euler(0f, angle, 0f);
                 Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
                 controller.Move(moveDir.normalized * movementSpeed * Time.deltaTime);
             }
         }
 }

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Answer by diegohartmann · Mar 14, 2021 at 03:39 PM

found a solution:

Vector3 moveDir = Quaternion.Euler(0, targetAngle, 0) times Vector3.forward;

// controller.Move(moveDir.normalized times speed times Time.deltaTime);

rb.velocity = moveDir.normalized times speed times 20 times Time.deltaTime;

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