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Question by Lazdude17 · Mar 25, 2014 at 10:46 PM · rotationcollisionjavaglitch

Player Rotating after Collision...

Hello, So I made a capsule to be a placeholder for my character and after I run into something it starts glitching(I think because I'm using transform.Translate). So I added a little raycast to stop the player from ever really touching the object and it works great. But if I run along side the cube the player intersects a little and 1 out of every random chance my character will forever rotate after that collision.

 #pragma strict
 
 var stopSpeed = 0; //When Against Horizontal Collision
 var walkSpeed:float;
 var backSpeed:float = 0.5*walkSpeed;
 var moveSpeed:float = walkSpeed; //Current Speed Can be Set to walkSpeed or stopSpeed or backSpeed
 
 var rotSpeed:float;
 var jumpHeight:float;
 var grounded = false;
     
 private var notJumpable = 1 << 8; //Bit Shift Number of Layer Desired
 //Sets Layer Mask to Not Layer 8 = Not Jumpable
 
 private var noHorzCollision = 1 << 9; //Bit Shift Number of Layer Desired
 //Sets Layer Mask to Not Layer 9 = No Horz Collsion
 
 function Update () 
 {    
     //Key Codes
     var keyUp = Input.GetKey(KeyCode.W);
     var keyDown = Input.GetKey(KeyCode.S);
     var keyLeft = Input.GetKey(KeyCode.A);
     var keyRight = Input.GetKey(KeyCode.D);
     var keyJump = Input.GetKeyDown(KeyCode.Space);
     var keyRun = Input.GetKey(KeyCode.LeftShift);
 
     //Movement
     if (keyUp)
     {
         if (keyRun)
         {
             transform.Translate(Vector3(0,0,moveSpeed*2)); //Run Speed
         }
         else 
         {
             transform.Translate(Vector3(0,0,moveSpeed)); //Normal Speed
         }
     }
     
     if (keyDown)
     {
         transform.Translate(Vector3(0,0,-(backSpeed))); //Half Speed When Walking Backwards
     }
     
     //Rotation
     if (keyLeft || keyRight)
     {
         if (keyLeft)
         {
             transform.Rotate(Vector3(0,-rotSpeed,0)); //Rotate Left
         }
         if (keyRight)
         {
             transform.Rotate(Vector3(0,rotSpeed,0)); //Rotate Right
         }
     }
     else 
     {
         transform.Rotate(Vector3.zero);
     }
     
     //Jump
     if (keyJump && grounded == true)
     {
         rigidbody.velocity = Vector3(0,jumpHeight,0);
     }
     
     //Grounded
     if (Physics.Raycast (transform.position, transform.TransformDirection (Vector3.down), 1, ~notJumpable))
     {
         grounded = true;
     }
     else
     {
         grounded = false;
     }
     
     //Horizontal Collisions
     if (Physics.Raycast (transform.position, transform.TransformDirection (Vector3.forward), 1, ~noHorzCollision))
     {
         if (keyUp)
         {
             moveSpeed = stopSpeed;
             Debug.Log("Stop");
         }
         if (keyDown)
         {
             moveSpeed = backSpeed;
         }
     }
     else 
     {
         moveSpeed = walkSpeed;
     }
     
     
     
     
     
 }
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