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Question by theelightgaming · Oct 29, 2020 at 07:17 PM · charactercontrollercharacter movement

How do I rotate my character to face straight depending on which wasd key i press?

Hey there, I'm trying to figure out movement for my rpg character, kinda like in fifa games, say your character is facing north and you click the d button, the character rotates to face east and is facing "forwards", and if you pressed a key, he would do an animation to turn to face west and be facing "forwards" relative to that direction.

Here's my character controller code so far.

 using System.Collections;
 using System.Collections.Generic;
 using System.Security.AccessControl;
 using UnityEngine;
 
 public class BitchMovement : MonoBehaviour
 {
     [SerializeField]
     public float _speed = 5;
 
     [SerializeField]
     private float _speedTwo;
 
     public KeyCode rotateLeft, rotateRight;
 
     [SerializeField]
     public float rotateSpeed;
 
     Animator animator;
 
     int isWalkingHash;
     int isRunningHash;
 
 
     // Start is called before the first frame update
     void Start()
     {
         animator = GetComponent<Animator>();
         isWalkingHash = Animator.StringToHash("isWalking");
         isRunningHash = Animator.StringToHash("isRunning");
         CharacterController controller = GetComponent<CharacterController>();
     }
 
     // Update is called once per frame
     void Update()
     {
         bool runningPressed = Input.GetKey("left shift");
         bool forwardPressed = Input.GetKey("w");
         bool isWalking = animator.GetBool(isWalkingHash);
         bool isRunning = animator.GetBool(isRunningHash);
 
         //If player presses w key
         if (!isWalking && forwardPressed)
         {
             //sets isWalking boolean to true
             animator.SetBool(isWalkingHash, true);
         }
         //if the player is not pressing w key
         if (isWalking && !forwardPressed)
         {
             // sets isWalking boolean to false
             animator.SetBool(isWalkingHash, false);
         }
 
         //if player is walking and not running and presses left shift
         if (!isRunning && (forwardPressed && runningPressed))
         {
             //sets the boolean of is running to true
             animator.SetBool(isRunningHash, true);
             
 
         }
         //if player is running and stops running or walking
         if (isRunning &&  (!forwardPressed || !runningPressed))
         {
             //sets the boolean of is running to false
             animator.SetBool(isRunningHash, false);
         }
 
         if (Input.GetKey(rotateLeft))
         {
 
         }
 
         //float horizontalInput = Input.GetAxis("Horizontal");
         //transform.Translate(new Vector3(horizontalInput, 0, 0) * _speed * Time.deltaTime);
 
         float verticalInput = Input.GetAxis("Vertical");
         transform.Translate(new Vector3(0, 0, verticalInput) * _speed * Time.deltaTime);
 
         float horizontalInput = Input.GetAxis("Horizontal");
         transform.Rotate(new Vector3(0, horizontalInput, 0) * rotateSpeed * Time.deltaTime);
 
         
 
 
     }
 }
 

But right now I only managed to make my character rotate and not instantly snap to north/east/south/west and face forwards. Appreciate the help!

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