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Question by NerdRageStudios · Jan 22, 2015 at 09:13 PM · quaternionmathftransform.rotation

How to store direction so that player faces last direction when joystick is idle

Hi all, I am a bit stuck here, as per the title, when the joysticks are idle, how can I leave the player facing in the last moved direction? Currently, he snaps back to default. Here is the code I am using to rotate the player

         var angle = Mathf.Atan2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")) * Mathf.Rad2Deg;
         transform.rotation = Quaternion.Euler(0, angle, 0);

I tried this, but it didnt work:

         var lastInput = transform.rotation = Quaternion.Euler(0, angle, 0);
         if(inputZ == 0 || inputX == 0)
         {
             transform.rotation = lastInput;
         }

Any ideas please?

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Answer by AngryBurritoCoder · Jan 22, 2015 at 09:29 PM

you are updating the rotation every frame so ofcourse it returns to default. basically only rotate your player when input is detected, then dont do anything

 if(input.GetButton("InputName") || input.GetButton("InputName"))
 {
    //Input can be changed in edit/project setting/ input ( i think )
    // there there should be the Horizontal and Vertical premade inputs already, use the main naim of the buttons.
 
    var angle = Mathf.Atan2(Input.GetAxis("Horizontal"),      Input.GetAxis("Vertical")) * Mathf.Rad2Deg;
    transform.rotation = Quaternion.Euler(0, angle, 0);
 }

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avatar image NerdRageStudios · Jan 22, 2015 at 10:07 PM 0
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Ack, of course I was updating every frame! doh!

Thanks :)

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Answer by team_eden · Jan 22, 2015 at 09:31 PM

var lastDirY:float=transform.eulerAngles.y;

if(inputZ == 0 || inputX == 0) { transform.rotation.y=lastDirY; }

Cheers!

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