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Question by Toxik_Games · Oct 12, 2020 at 09:43 AM · camera3dcamera rotatethird person shooter

Help with third person shooter camera/character rotation (please :))

Hi Im trying to build a 3D TPS game like Breath of the wild, and im struggling a little with the camera system. The way i would like it is for the camera, controlled by cinemachine, to detemine which direction is "forward" for the main character. IE if the camera was facing forward and i held up on the joystick, the character would walk forward, but if the camera was facing backwards and then i held the joystick, the character would turn around, orientate itself with the way the camera is facing and start walking in the opposite direction. I would also like it so the character only turns when moving, so if i want to spin the camera around and get a good look at Pseudo-Link's face or something i would be able to. Im basically trying to re-create a breath of the wild or assassins creed style camera system

 using UnityEngine;
 
 public class CharacterMovementController : MonoBehaviour
 {
     [SerializeField] private float speedMod = 1;
     [SerializeField] private float jumpHeight = 10;
     [SerializeField] private Rigidbody rb;
     [SerializeField] private GameObject playerMesh;
     [SerializeField] private float rotationSpeed;
     [SerializeField] private float movementSmoothing;
     [SerializeField] private float animationSmoothPad = 0.5f;
     [SerializeField] private GameObject cam;
     [SerializeField] private GameObject parentObject;
     private Vector3 targetVelocity;
     private Animator anim;
     private Quaternion targetRotation;
     private static Quaternion zero = new Quaternion(0, 0, 0, 0);
 
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
         anim = playerMesh.GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         //Handle the actual movement & rotation
         targetVelocity = new Vector3(
             Input.GetAxis("Horizontal") * speedMod * Time.fixedDeltaTime, 
             rb.velocity.y, 
             Input.GetAxis("Vertical") * speedMod * Time.fixedDeltaTime);
         rb.velocity = Vector3.Lerp(rb.velocity, targetVelocity, movementSmoothing);
 
         if (rb.velocity != Vector3.zero)
         {
             targetRotation = Quaternion.LookRotation(new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")), Vector3.up);
 
                     transform.rotation =
                         Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0
                         ?
                         transform.rotation
                         :
                         Quaternion.Lerp(
                             transform.rotation,
                             targetRotation,
                             rotationSpeed * Time.fixedDeltaTime);
         } 
 
 
         //Handle the movement animations
         if (( Input.GetAxis("Horizontal") > animationSmoothPad || Input.GetAxis("Horizontal") < -animationSmoothPad) || Input.GetAxis("Vertical") > animationSmoothPad || Input.GetAxis("Vertical") < -animationSmoothPad)
         {
             anim.SetBool("isRunning", true);
         }
         else
         {
             anim.SetBool("isRunning", false);
             
         }
 
         //Handle jumping movement and trigger animations
         if (Input.GetButtonDown("Jump"))
         {
             rb.AddForce(0, jumpHeight, 0, ForceMode.Impulse);
             anim.SetTrigger("jump");
         }
     }
 
     private void OnCollisionEnter(Collision collision)
     {
         if (collision.collider.transform.CompareTag("ground"))
         {
             anim.SetTrigger("grounded");
         }
     }
 }
 

Here is my code for the character controller. I know it isnt very neat but i will tidy it up after everything is functional!

Thanks so much! :D

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