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Question by Ahronsilv · 2 days ago · rotationinputcharactercontrollercharacter controllercharacter movement

Rotate on key press to an end

Hello. I've been on this for weeks but still have not found a solution.

I am making a third-person controller and want to be able to rotate my character to an end. For example, if you played Elden Ring or Legend of Zelda Breath of the Wild, you might have paid attention, that the character rotates to an end, no matter how long you've been pressing a key. If the character was facing forward, it's enough that you slightly move the trigger backward, and the character rotates backward to an end, it's not stopping in the middle, because you unpressed the key.

In Unity, on the other hand, we use the Update function, which handles input with the addition of DeltaTime, so we only know, how to rotate characters, when pressing the key. After unpressing it, we lose our value, and the character stops rotating in the middle. Which is not good for a well-designed game. Would appreciate any help. Here is my code:

 public class ThirdPersonMovement : MonoBehaviour
 {
     [SerializeField]
     private CharacterController controller;
     [SerializeField]
     private float speed = 6f;
     [SerializeField]
     private float turnSmoothTime = 0.1f;
 
     private float turnSmoothVelocity;
     // Update is called once per frame
     void Update()
     {
         float horizontal = Input.GetAxisRaw("Horizontal");
         float vertical = Input.GetAxisRaw("Vertical");
 
         Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
 
         if (direction.magnitude >= 0.1f)
         {
             float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
             float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
 
             transform.rotation = Quaternion.Euler(0f, angle, 0f);
 
             controller.Move(direction * speed * Time.deltaTime);
         }
     }
 }

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