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Question by segahogzombie · Aug 04, 2015 at 04:13 PM · rotationmovementwasd

PlayerMovemeny Help with rotation?

Im having trouble on making my player moving to the direction i rotate it but i want the controls to WASD not AROOW KEYS but also to prevent him from falling of the platform he is on! InFO about the game: its a platformer! Problem : Rotatiing player to the direction its pointing but also to change controls!

Script here :

using UnityEngine; using System.Collections;

public class Rotate : MonoBehaviour {

 public float RotateSpeed = 30f;
 
 void Update () {
     if (Input.GetKey(KeyCode.LeftArrow))
         transform.Rotate(-Vector3.up * RotateSpeed * Time.deltaTime);
     else if (Input.GetKey(KeyCode.RightArrow))
         transform.Rotate(Vector3.up * RotateSpeed * Time.deltaTime);
 }

}

Image Here of the gameplay Style : alt text

If This does not give you enough info please reply saying so and ill put a video up on the gameplay and me showing you what i want in the game script

But please make it in #c it helps if not then go on and make a js script for me to understand!

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avatar image segahogzombie · Aug 04, 2015 at 03:38 PM 0
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Yes, Thank you for solving one problem out of list i changed leftarrow and rightarrow to A & D but i have no idea how to make that said player go that direction when i do turn that left or right direction

avatar image Hellium · Aug 04, 2015 at 03:40 PM 1
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A very simple way to do this is to have a boolean isFacingRight for example (or an integer : -1 for left, +1 for right, whatever) and in the Update function, just check if your character is in the good direction, if not, rotate it and make him move otherwise.

avatar image segahogzombie · Aug 04, 2015 at 03:43 PM 0
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Thank you for that I have wrote it down but I dont know exactly how to type the code but that should solve another question that i had trouble with.

avatar image segahogzombie · Aug 04, 2015 at 03:48 PM 0
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how do i mark it as solved?

avatar image Hellium · Aug 04, 2015 at 03:49 PM 0
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Try something like this : (I didn't test it)

 using UnityEngine;
 using System.Collections;
 
 public class Rotate : $$anonymous$$onoBehaviour {
 
     public bool isFacingRight = true ;
 
     void Update ()
     {
         if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.LeftArrow))
         {
             if( isFacingRight )
                 transform.rotation = Quaternion.LookRotation( Vector3.left ) ;
             
             transform.Translate( transform.forward * Time.deltaTime ) ;
         }
         else if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.RightArrow))
         {
             if( !isFacingRight )
                 transform.rotation = Quaternion.LookRotation( Vector3.right ) ;
                 
             transform.Translate( transform.forward * Time.deltaTime ) ;
         }
     }
 }



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