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Question by FreetheWaffles · May 04, 2020 at 10:02 AM · rotationplayer movementslerpquaternion.lookrotationquaternion.slerp

Making Player Rotation Smoother

I need help making my player rotation smoother. Right now, whenever the camera is facing a different direction than the player is facing, if I press forward with the player controls, he snaps into the direction the camera is facing, rather than a smooth rotation. This is the code in the player:

 if (Mathf.Abs(Input.GetAxis("Vertical")) + Mathf.Abs(Input.GetAxis("Horizontal")) > 0) {
                 // Rotate in the direction the pivot is facing
                 transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
                 // Create a new rotation based on the direction the player is currently facing
                 Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.z, 0, -moveDirection.x));
                 // Set the player model rotation to be in the direction of the new rotation
                 playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotateSpeed * Time.deltaTime);
     }

This is the code in the camera:

 void LateUpdate()
     {
         if(!Cursor.visible) {
             pivot.transform.parent = null;
             pivot.transform.position = target.transform.position;
 
 
             //Get X position of the mouse & rotate the target
             float horizontal = Input.GetAxis("Mouse X") * rotateSpeedX;
             pivot.Rotate(0, horizontal, 0);
 
             //Get Y position of the mouse & rotate the pivot
             float vertical = Input.GetAxis("Mouse Y") * rotateSpeedY;
             //pivot.Rotate(-vertical,0 , 0);
             if (invertY)
             {
                 pivot.Rotate(vertical, 0, 0);
             }
             else
             {
                 pivot.Rotate(-vertical, 0, 0);
             }
 
             float desiredYAngle = pivot.eulerAngles.y;
             float desiredXAngle = pivot.eulerAngles.x;
             //Limit up/down camera rotation
             if (pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180)
             {
                 pivot.rotation = Quaternion.Euler(maxViewAngle, desiredYAngle, 0);//pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
             }
             if (pivot.rotation.eulerAngles.x > 180 && pivot.rotation.eulerAngles.x < 360 + minViewAngle)
             {
                 pivot.rotation = Quaternion.Euler(360 + minViewAngle, desiredYAngle, 0);//pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
             }
 
             //Move camera based on current rotation of target
 
 
             Quaternion rotation = Quaternion.Euler(desiredXAngle, desiredYAngle, 0);
             transform.position = target.position - (rotation * offset);
 
             if (transform.position.y < target.position.y)
             {
                 transform.position = new Vector3(transform.position.x, target.position.y - 0.5f, transform.position.z);
             }
 
             transform.LookAt(target.transform);
         }
 
 
     }

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