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Question by Trick_Shot_Magic · Aug 28, 2017 at 10:07 PM · playerrotatecamera rotate

how do i rotate the player with the camera using this code i made.

     private const float Y_ANGLE_MIN = 0.0f;
 private const float Y_ANGLE_MAX = 50.0f;
 public Quaternion rotacion = Quaternion.identity;
 public Transform lookat;
 public Transform camtransform;
 private Camera cam;
 public float distance = 40.0f;
 public float currentX = 0.0f;
 public float currentY = 0.0f;
 public float sensivityx = 4.0f;
 public float sensivityy = 4.0f;

 // Use this for initialization
 private void Start () {
     camtransform = transform;
     cam = Camera.main;
 }
 
 private void Update () {
     currentX += Input.GetAxis ("Mouse X");
     currentY -= Input.GetAxis ("Mouse Y");
     currentY = Mathf.Clamp (currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);    
 }
 void LateUpdate () {
     Vector3 dir = new Vector3 (0, 0, -distance);
     Quaternion rotation = Quaternion.Euler (currentY, currentX, 0);
     camtransform.position = lookat.position + rotation * dir;
     camtransform.LookAt (lookat.position);
 }
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Answer by pslattery · Aug 29, 2017 at 12:56 AM

You could add a public field like

 GameObject playerObject;

that you set in the editor. Then in Update, just call

 playerObject.transform.Rotate (0, Input.GetAxis("Mouse X"), 0);

Another way to do all this is to just rotate your Player object in its own script (basically the same as what I wrote above), and use the new Cinemachine system to handle the camera. Its a free download and there's even a Camera behavior for this exact thing.

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Answer by Trick_Shot_Magic · Aug 29, 2017 at 02:14 AM

thanks bro

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