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Question by BlueInfernoCode · Aug 25, 2021 at 12:09 AM · camerarotationmousepositionworldtoscreenpoint

Cinemachine not working with my Movement Script

So, I have a script that rotates the player towards the mousePos. And when I put cinemachine to follow the player, my player doesn't rotate towards the mousePos. And I think it's because of using the position of the camera. But is there any other way to make the camera follow my player without messing up my movement script?

  [SerializeField]
     private float _moveSpeed = 5;
 
     [SerializeField]
     private Rigidbody2D _rb;
     [SerializeField]
     private Camera _cam;
 
     Vector2 movement;
     Vector2 mousePos;
 
     void Update()
     {
         movement.x = Input.GetAxisRaw("Horizontal");
         movement.y = Input.GetAxisRaw("Vertical");
 
         mousePos = _cam.ScreenToWorldPoint(Input.mousePosition);
     }
 
     private void FixedUpdate()
     {
         _rb.MovePosition(_rb.position + movement * _moveSpeed * Time.deltaTime);
 
         Vector2 lookDir = mousePos - _rb.position;
         float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg - 90f;
         _rb.rotation = angle;
     }



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