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Question by abhinav0298 · Jan 27 at 11:35 AM · scripting beginneruntiy3d

Whenever i try to rotate my character it snaps back to its normal positoin

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement1 : MonoBehaviour { //Varaibles [SerializeField] private float MoveSpeed; [SerializeField] private float WalkSpeed; [SerializeField] private float RunSpeed;

 private Vector3 MoveDirection;
 private Vector3 velocity;
 [SerializeField] private bool isGrounded;
 [SerializeField] private LayerMask GroundMask;
 [SerializeField] private float GroundCheckDistance;
 [SerializeField] private float gravity;
 [SerializeField] private float JumpHeight;
 //References
 private CharacterController controller;
 private Animator animator;
 private void Start()
 {
     controller = GetComponent<CharacterController>();
     animator = GetComponentInChildren<Animator>();
 }
 private void Update()
 {
     Move();
 }
 public void Move()
 {
     isGrounded = Physics.CheckSphere(transform.position, GroundCheckDistance, GroundMask);
     if (isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
     }
     
         float MoveZ = Input.GetAxisRaw("Vertical");
     float MoveX = Input.GetAxisRaw("Horizontal");
         MoveDirection = new Vector3(MoveX, 0, MoveZ).normalized;
     MoveDirection = transform.TransformDirection(MoveDirection);


     if (isGrounded)
     { 
         if (MoveDirection != Vector3.zero && !Input.GetKey(KeyCode.LeftShift))
         {
             //Walk
             walk();
             
         }
         else if (MoveDirection != Vector3.zero && Input.GetKey(KeyCode.LeftShift))
         {
             //Run
             run();
         }
         else if (MoveDirection == Vector3.zero)
         {
             //idle
             idle();
         }
         if (Input.GetKeyDown(KeyCode.Space))
         {
             jump();
         }
         MoveDirection *= MoveSpeed;

     }
     float targetAngle = Mathf.Atan2(MoveDirection.x, MoveDirection.z)*Mathf.Rad2Deg;
     transform.rotation = Quaternion.Euler(0f,targetAngle,0);
     controller.Move(MoveDirection * Time.deltaTime);
     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);
 }
 private void walk()
 {
     
     MoveSpeed = WalkSpeed;

     animator.SetFloat("Speed", 0.5f, 0.1f, Time.deltaTime);

 }
 private void run()
 {
     MoveSpeed = RunSpeed;
     animator.SetFloat("Speed", 1, 0.1f, Time.deltaTime);
 }
 private void idle()
 {
     animator.SetFloat("Speed", 0,0.1f,Time.deltaTime);
 }
 private void jump()
 {
     velocity.y = Mathf.Sqrt(JumpHeight * -2 * gravity);
 }

}

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