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Question by jvt619 · Dec 15, 2013 at 02:49 PM · playerrotateangleeuler

Rotating / Smooth look at direction for Player

         float inputX = Input.GetAxis("Horizontal");
         float inputY = Input.GetAxis("Vertical");
             if(inputX > 0 && inputY < 0)//D and S
             {
                 rotatationY += inputX*turnSpeed;
                 rotatationY = Mathf.Clamp (rotatationY, 0, 135);
             }
             else if(inputX < 0 && inputY < 0)//A and S
             {
                 rotatationY += inputX*turnSpeed;
                 rotatationY = Mathf.Clamp (rotatationY, 225, 360);
             }
             else if(inputX > 0 && inputY > 0)//D and W
             {
                 rotatationY += inputY*turnSpeed;
                 rotatationY = Mathf.Clamp (rotatationY, 0, 45);
             }
             else if(inputX < 0 && inputY > 0)//A and W
             {
                 rotatationY -= inputY*turnSpeed;
                 rotatationY = Mathf.Clamp (rotatationY, -45, 0);
             }
             else if(inputX > 0 || inputX < 0)//A or D
             {
                 rotatationY += inputX*turnSpeed;
                 rotatationY = Mathf.Clamp (rotatationY, -90, 90);
             }
             else if(inputY > 0 || inputY < 0)//W or S
             {
                 rotatationY -= inputY*turnSpeed;
                 rotatationY = Mathf.Clamp (rotatationY, 0, 180);
             }
             
             dir.y = rotatationY;
             transform.localRotation = Quaternion.Slerp(transform.localRotation, Quaternion.Euler(dir.x,dir.y,dir.z), Time.deltaTime * speed);

This code here makes the player rotate and face its direction. Is there another way to make this code lesser and better? or is this fine which I highly doubt it.

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Answer by robertbu · Dec 15, 2013 at 04:15 PM

I'm guessing a bit on your desired behavior. Here is a different way to do what I believe you are doing in this script. Note it depends on the object having a "normal" rotation where the front is facing positive 'z' and up is facing positive 'y'.

 using UnityEngine;
 using System.Collections;
 
 public class Facing : MonoBehaviour {
 
     public float speed = 2.0f;
     private Quaternion qTo;
 
     void Start() {
         qTo = transform.rotation;
     }
     
     void Update () {
         Vector3 direction = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
 
         if (direction != Vector3.zero)
             qTo = Quaternion.LookRotation (direction);
 
         transform.rotation = Quaternion.Slerp (transform.rotation, qTo, Time.deltaTime * speed);
     }
 }
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avatar image jvt619 · Dec 16, 2013 at 01:54 AM 0
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just what i'm looking for. thanks!

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