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Question by Nimja · May 14, 2014 at 06:12 PM · c#rotatebasic

Transform.Rotate Not working

     float turn = Input.GetAxis ("Mouse X") * turnspeed;
                 float horiz = Input.GetAxis ("Horizontal");
                 float vert = Input.GetAxis ("Vertical");
                 
                 transform.Rotate (new Vector3 (0, turn * Time.deltaTime * turnspeed, 0));


I am trying to make a character turn. I am mapping the axis correctly- I used Debug Logs to checdk- but my character refuses to turn. does anyone have an idea why?

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avatar image Shmulzious · May 14, 2014 at 06:36 PM 0
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I am not 100% sure about this, but i think you need to define the space to be Space.Self - try this -

 transform.Rotate (new Vector3 (0, turn * Time.deltaTime * turnspeed, 0), Space.Self);
avatar image supernat · May 14, 2014 at 06:58 PM 0
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It should default to Self space, but you never know, worth a try. I would print out turn Time.deltaTime turnspeed. Also, are you calling this in Update()? Is turnspeed 0? You're already multiplying turn by turnspeed at the top, so multiplying it twice.

avatar image rutter · May 14, 2014 at 07:03 PM 1
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A few things strike me as odd:

You get values for vert and horiz, but don't appear to use them.

You multiply turn by turnspeed while querying input, and then again while applying rotation. Perhaps you only want to multiply that value once?

I don't know the value of turnspeed.

If any of your input axes are set up incorrectly, you may be getting zero for all of your inputs.

avatar image robertbu · May 14, 2014 at 07:14 PM 1
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$$anonymous$$ake sure you check the value of 'turnspeed' in the Inspector. Values assigned to public variables are only used when the script is first attached.

avatar image Cherno · May 15, 2014 at 12:01 AM 0
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Also be sure that your turning code is called from inside the Update() function.

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