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Question by Vylse · Feb 22, 2012 at 07:10 AM · charactercontrollerlookat

my char is facing downwards

im using LookAt to make my char face the direction he's moving, but the problem is he is facing downwards, here is my code:

     var runspeed: float = 3;
 var gravity: float =15;
 var jumpSpeed:float = 5;
 private var moveDirection: Vector3 = Vector3.zero;
 static var grounded: boolean = false;
 private var controller:CharacterController;
 private var flags : CollisionFlags;
 
 function Start () {
 }
 
 function Update () {
     if(grounded)
     {
         moveDirection = new Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));    
         moveDirection *= runspeed;
         if(Input.GetButton("Jump"))
             {
             moveDirection.y = jumpSpeed;
             }
     }
     
     moveDirection.y-=gravity*Time.deltaTime; //this what makes my char face downward
     controller = GetComponent(CharacterController);
     flags = controller.Move(moveDirection*Time.deltaTime*runspeed);
     grounded = (flags & CollisionFlags.CollidedBelow) !=0;
     gameObject.transform.LookAt(gameObject.transform.position + moveDirection);
 }
 
 
 @script RequireComponent(CharacterController)


im not good at using euler angles, so i used LookAt. how do i make him not to face downward w/out taking the variable gravity.

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Answer by Berenger · Feb 22, 2012 at 07:27 AM

If moveDirection is a vector null, LookAt will probably behave like that. If the sqrMagnitude is < small value, you should not rotate.

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