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Question by RyeCatcher · Mar 04 at 04:31 PM · rotationscripting problemmovementdirection

How do I keep my character facing the direction of travel after movement stops?

I've successfully managed to make the character move and face the direction of movement, but the moment the character stops moving, they rotate back to facing one direction of the z axis. I've looked around, but can't see where I'm going wrong! Here's my script

public class Movement : MonoBehaviour {

 public float speed;
 public float rotationspeed;

 // Use this for initialization
 void Start () {

     
 }
 
 // Update is called once per frame
 void Update () {

     float horizontalInput = Input.GetAxisRaw("Horizontal");
     float verticalInput = Input.GetAxisRaw("Vertical");

     Vector3 movementDirection = new Vector3(horizontalInput, 0, verticalInput);
     movementDirection.Normalize();

     transform.Translate(movementDirection*speed*Time.deltaTime,Space.World);

     if (movementDirection != Vector3.zero);
     {
         Quaternion toRotation = Quaternion.LookRotation(movementDirection, Vector3.up);

         transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationspeed + Time.deltaTime);

     }

 }

}

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Answer by keroltarr · Mar 04 at 05:01 PM

moving the actual rotation outside the if statement might fix that as long as the torotation variable is persistent.

     Quaternion toRotation;
     void Start () {
             toRotation = new Quaternion(1, 0, 0, 0);
     }
     // Update is called once per frame
     void Update () {
             float horizontalInput = Input.GetAxisRaw("Horizontal");
             float verticalInput = Input.GetAxisRaw("Vertical");
             Vector3 movementDirection = new Vector3(horizontalInput, 0, verticalInput);
             movementDirection.Normalize();
             transform.Translate(movementDirection*speed*Time.deltaTime,Space.World);
     
             if (movementDirection != Vector3.zero);
             {
                     toRotation = Quaternion.LookRotation(movementDirection, Vector3.up);
             }
             transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationspeed + Time.deltaTime);
     }

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avatar image RyeCatcher · Mar 05 at 03:57 PM 0
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I tried the changes, but the same thing happens. I was wondering if the camera script I'm using was interfering, but even without it the character keeps resetting.

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