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Question by eirikamb · Jun 26, 2016 at 06:02 AM · c#rotationthird person controller

My character starts spinning, what is wrong whit this two scripts?

I use two script to get a camera relative movemnt on my third person character... But after I put in the Jump function the caracther started snap rotate and floats in the air.... If you know about another way to get a camera relative movement in c# I would also be interrested n that... Thanks for all answers

using UnityEngine; using System.Collections;

[RequireComponent(typeof(CharacterController))] public class RelativMovement : MonoBehaviour { [SerializeField] private Transform target;

 public float moveSpeed = 6.0f;
 public float jumpsSpeed = 15.0f;
 public float gravity = -9.8f;
 public float terminalVelocity = -10.0f;
 public float minfall = -1.5f;

 private float _vertSpeed;

 private CharacterController _charController;

 // Use this for initialization
 void Start () {
     _charController = GetComponent<CharacterController>();
     _vertSpeed = minfall;
 }
 
 // Update is called once per frame
 void Update () {
     Vector3 movement = Vector3.zero;


     float horInput = Input.GetAxis("Horizontal");
     float vertInput = Input.GetAxis("Vertical");

     if (_charController.isGrounded)
     {
         if (Input.GetButtonDown("Jump"))
         {
             _vertSpeed = minfall;
         }
         else
         {
             _vertSpeed += gravity * 5 * Time.deltaTime;
             if(_vertSpeed < terminalVelocity)
             {
                 _vertSpeed = terminalVelocity;
             }

         }
         movement.y = _vertSpeed;

         movement *= Time.deltaTime;
         _charController.Move(movement);
     }

     if (horInput != 0 || vertInput != 0)
     {
         movement.x = horInput * moveSpeed;
         movement.z = vertInput * moveSpeed;
         movement = Vector3.ClampMagnitude(movement, moveSpeed);

         Quaternion tmp = target.rotation;
         target.eulerAngles = new Vector3(0, target.eulerAngles.y, 0);
         movement = target.TransformDirection(movement);
         target.rotation = tmp;

         transform.rotation = Quaternion.LookRotation(movement);
     }
     movement *= Time.deltaTime;
     _charController.Move(movement);
 }

}

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