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Question by KarmelV31 · Nov 06, 2020 at 09:48 PM · rotationmovement3dmodelmoving

Third Person Controller Rotation

Heyyy so i wrote this code for 3d character with anims and i don't know how to make player 3d model rotate while moving someone can help?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class ThirdPersonCharacterController : MonoBehaviour
 {
     float speed = 4;
     float rotSpeed = 100;
     float rot = 0f;
     float gravity = 8;
     bool walking = false;
 
 
     Vector3 moveDir = Vector3.zero;
 
 
     CharacterController controller;
     Animator anim;
 
 
 
 
     // Start is called before the first frame update
     void Start()
     {
 
 
         controller = GetComponent<CharacterController>();
         anim = GetComponent<Animator>();
     }
 
 
     // Update is called once per frame
     void Update()
     {
         Movement();
 
 
 
         }
         void Movement()
         {
         if (controller.isGrounded)
         {
 
 
         if (Input.GetKey(KeyCode.W))
         {
         
             {
             anim.SetBool("running",true);
             bool walking = true;
             anim.SetInteger("condition", 1);
             moveDir = new Vector3(0, 0, 1);
             moveDir *= speed;
             moveDir = transform.TransformDirection(moveDir);
             }
         }
             if (Input.GetKeyUp(KeyCode.W))
             {
                 anim.SetBool("running",false);
                 bool walking = false;
                 anim.SetInteger("condition", 0);
             moveDir = new Vector3(0, 0, 0);
 
 
             }
         
          if (Input.GetKey(KeyCode.S))
         {
             
             {
             anim.SetBool("running",true);
             bool walking = true;
             anim.SetInteger("condition", 1);
             moveDir = new Vector3(0, 0, -1);
             moveDir *= speed;
             moveDir = transform.TransformDirection(moveDir);
             }
         }
             if (Input.GetKeyUp(KeyCode.S))
             {
                 anim.SetBool("running",false);
                 bool walking = false;
                 anim.SetInteger("condition", 0);
             moveDir = new Vector3(0, 0, 0);
 
 
             }
              if (Input.GetKey(KeyCode.A))
         {
             
             {
             anim.SetBool("running",true);
             bool walking = true;
             anim.SetInteger("condition", 1);
             moveDir = new Vector3(-1, 0, 0);
             moveDir *= speed;
             moveDir = transform.TransformDirection(moveDir);
             }
         }
             if (Input.GetKeyUp(KeyCode.A))
             {
                 anim.SetBool("running",false);
                 bool walking = false;
                 anim.SetInteger("condition", 0);
             moveDir = new Vector3(0, 0, 0);
 
 
             }
                  if (Input.GetKey(KeyCode.D))
         {
             
             {
             anim.SetBool("running",true);
             bool walking = true;
             anim.SetInteger("condition", 1);
             moveDir = new Vector3(1, 0, 0);
             moveDir *= speed;
             moveDir = transform.TransformDirection(moveDir);
             }
         }
             if (Input.GetKeyUp(KeyCode.D))
             {
                 anim.SetBool("running",false);
                 bool walking = false;
                 anim.SetInteger("condition", 0);
             moveDir = new Vector3(0, 0, 0);
 
 
             }
             
             }
             moveDir.y -= gravity*
             Time.deltaTime;
             controller.Move(moveDir *Time.deltaTime);
             
             void GetInput()
             {
                 if(controller.isGrounded)
                 {
                     if(Input.GetMouseButtonDown (0))
                     {
                         if(anim.GetBool("running")== true)
                         {
                             anim.SetBool("running", false);
                             anim.SetInteger("condition", 0);
                             
                         }
                         if(anim.GetBool("running")== false)
                         {
                             
                         }
                         
                     }
                 
                 }
                 
             }
         
         }
     }    

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avatar image $$anonymous$$ · Nov 14, 2020 at 04:24 PM 0
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Hello, you can simply rotate the pivot of a camera and use the camera's local vectors to move the player or even rotate it. Your code won't allow this, because you're manually setting the velocity.

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