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Question by kian192837465 · Aug 19, 2019 at 12:33 PM · rotationplayer movementturning

My character turns around when moving other directions, how can i make it always face forwards?

my player model moves and rotates with the camera which is fine (the camera is third person) the only problem is when i move left right or backwards the player model rotates, is there a way i can change my script so that my player model moves left right or backwards without turning around. ill post my movement script below.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class Hotdogcontrollernew : MonoBehaviour
 {
     public float walkSpeed = 10;
     public float runSpeed = 16;
     public float gravity = -12;
     public float jumpHeight = 1;
     [Range(0,1)]
     public float airControlPercent;
  
     public float turnSmoothTime = 0.2f;
     float turnSmoothVelocity;
  
     public float speedSmoothTime = 0.1f;
     float speedSmoothVelocity;
     float currentSpeed;
     float velocityY;
  
     Animator animator;
     Transform cameraT;
     CharacterController controller;
  
     // Start is called before the first frame update
     void Start()
     {
         animator = GetComponent<Animator>();
         cameraT = Camera.main.transform;
         controller = GetComponent<CharacterController>();
     }
  
     // Update is called once per frame
     void Update(){
         // input
         Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
         Vector2 inputDir = input.normalized;
         bool running = Input.GetKey(KeyCode.LeftShift);
  
         Move(inputDir, running);
  
         if (Input.GetKeyDown (KeyCode.Space)){
             Jump ();
         }
         //animator
         float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
         animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
  
     }
     void Move(Vector2 inputDir, bool running){
         {
             float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
             transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
         }
  
        
         float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
         currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
  
         velocityY += Time.deltaTime * gravity;
         Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
  
         controller.Move(velocity * Time.deltaTime);
         currentSpeed = new Vector2(controller.velocity.x, controller.velocity.z).magnitude;
  
         if (controller.isGrounded)
         {
             velocityY = 0;
         }
  
        
     }
  
     void Jump(){
         if (controller.isGrounded) {
             float jumpVelocity = Mathf.Sqrt(-2 * gravity * jumpHeight);
             velocityY = jumpVelocity;
  
         }
  
     }
  
     float GetModifiedSmoothTime(float smoothTime) {
         if (controller.isGrounded){
             return smoothTime;
         }
  
         if (airControlPercent == 0){
             return float.MaxValue;
         }
         return smoothTime / airControlPercent;
     }
 }
  
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Answer by Jskrlec1997 · Aug 20, 2019 at 02:17 PM

Hello m8, You can try play with rigidbody Constraints, try to lock some axis and see result. alt text


sdfsdg.png (11.5 kB)
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avatar image kian192837465 · Aug 20, 2019 at 04:05 PM 0
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no that doesn't work, i think something in the script needs to be edited

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