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Question by oliver-jones · Jun 12, 2012 at 05:26 PM · charactermouserotatecontrol

Character - Move In Mouse Direction

Hello,

I'm trying to move my character using the Character Controller/Motor. So far, my character rotates wherever my mouse is, but I'm struggling to get the character to move in the direction/rotation of itself.

Is is the code that allows my character rotate is the mouses direction:

 function Update () {
     
     
     var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
     var playerRotateSpeed = 10;
     
     var hitdist = 0.0;
     var targetPoint = ray.GetPoint(hitdist);
 
     var lookPos = targetPoint - transform.position;
     lookPos.y = 0;
     var targetRotation = Quaternion.LookRotation(lookPos);    
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, playerRotateSpeed * Time.deltaTime);

Now I'm trying to get the 'motor.inputMoveDirection' to move the character is its current direction. I know I could just use transform.Translate, but I really need to use the character controller/motor.

Thanks

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Answer by oliver-jones · Jun 12, 2012 at 08:36 PM

Okay, so I figured it out.

You want to add the platform controller to your player, and change the platform script to this:

 var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
     var playerRotateSpeed = 10;
     
     var hitdist = 0.0;
     var targetPoint = ray.GetPoint(hitdist);
 
     var lookPos = targetPoint - transform.position;
     lookPos.y = 0;
     var targetRotation = Quaternion.LookRotation(lookPos);    
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, playerRotateSpeed * Time.deltaTime);
         
     var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     
     if (directionVector != Vector3.zero) {
         var directionLength = directionVector.magnitude;
         directionVector = directionVector / directionLength;
         
         directionLength = Mathf.Min(1, directionLength);
         
         directionLength = directionLength * directionLength;
         
         directionVector = directionVector * directionLength;
     }
     
     directionVector = transform.rotation * directionVector; 
     motor.inputMoveDirection = directionVector; 
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avatar image piinecone · Sep 21, 2013 at 04:08 AM 0
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Thanks! Is there a benefit to using

 var hitdist = 0.0;
 var targetPoint = ray.GetPoint(hitdist);

over something like ray.origin or ray.direction?

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