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Question by rtcheteden · Dec 26, 2021 at 06:44 PM · player movementcamera movement

SOLVED ROTATE PLAYER ACORDING TO CAMERA ROTATION (using cinemacine and custom cameras) (player direction relative to camera)

After, too much time and too many problems, i eventually got this:

 float X = Input.GetAxis("Mouse X");
         r.transform.Rotate(0, X, 0);
 
 r.constraints = rigidbodyConstraints.FreezeRotationZ|RigidbodyConstraints.FreezeRotationX;
 

add this constraint for good measure

and be 100% SURE you change the default Y AXIS speed from 3 and X AXIS speed=300 to Y AXIS1 and X AXIS 1 with 0.5 for sensitivity on your "mouse X" and/or "mouse Y" axis (that is under the edit > project settings tab, then find input manager in project settings and open the axes arrow

for anyone that stumbles across this looking for a way to rotate a player with your cinemachine camera, here you go, use under for a custom camera

 mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
     mouseY -= Input.GetAxis("Mouse Y") * RotationSpeed;
     mouseY = Mathf.Clamp(mouseY, -35, 60);
     
     transform.LookAt(Target);
 
     if (Input.GetKey(KeyCode.LeftShift))
     {
         Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
     }
     else
     {
         Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
         Player.rotation = Target.transform.rotation;
     }

alternative

 public float RotationSpeed =  1;
 public Transform Target, Player;
 float mouseX, mouseY;
 
 void Start()
 {
     Cursor.visible = false;
     Cursor.lockState = CursorLockMode.Locked;
 }
 
 void LateUpdate()
 {
     CamControl();
 
 }
 void CamControl()
 {
     mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
     mouseY -= Input.GetAxis("Mouse Y") * RotationSpeed;
     mouseY = Mathf.Clamp(mouseY, -35, 60);
     
     transform.LookAt(Target);
 
     if (Input.GetKey(KeyCode.LeftShift))
     {
         Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
     }
     else
     {
         Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
         Player.rotation = Target.transform.rotation;
     }
 
     
 }
 




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