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Question by Rosebud098 · Apr 09 at 09:13 PM · vector33dsmaxtopdownlookatmouse

3D Player rotates Horizontally instead of Vertically when following mouse point direction

So im currently in the process of making a 3d top-down shooter game. I was originally using a capsule game object as a placeholder just to make sure my mechanics for the player movement script and the gun shooting mechanic worked, now that im switching out the capsule model with my imported model from 3ds max, the player is turning towards where i point the mouse but instead of the player turning vertically its turning horizontally. Like the head of my model is pointing towards the mouse direction and the feet point outwards. Below is my player controller script.alt text

 public class PlayerController : MonoBehaviour
 {
     public float moveSpeed;
     private Rigidbody myRigidbody;
 
     private Vector3 moveInput;
     private Vector3 moveVelocity;
 
     private Camera mainCamera;
 
     public GunController theGun;
 
     // Start is called before the first frame update
     void Start()
     {
         
         myRigidbody = GetComponent<Rigidbody>();
         mainCamera = FindObjectOfType<Camera>();
     }
 
     // Update is called once per frame
     void Update()
     {
         moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
         moveVelocity = moveInput * moveSpeed;
 
         Ray cameraRay = mainCamera.ScreenPointToRay(Input.mousePosition);
         Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
         float rayLength;
 
         if(groundPlane.Raycast(cameraRay, out rayLength))
         {
             Vector3 pointToLook = cameraRay.GetPoint(rayLength);
             Debug.DrawLine(cameraRay.origin, pointToLook, Color.blue);
 
             transform.LookAt(new Vector3(pointToLook.x, transform.position.y, pointToLook.z));
 
         }
 
         if (Input.GetMouseButtonDown(0))
             theGun.isFiring = true;
 
         if (Input.GetMouseButtonUp(0))
             theGun.isFiring = false;
     }
 
     private void FixedUpdate()
     {
         myRigidbody.velocity = moveVelocity;
     }
 }


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