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Question by MuseumTourGames · Jul 29, 2013 at 02:22 AM · 2drotationmovementcharactercontrollertopdown

Top-Down Movement in Unity

I am attempting to make a top-down 2D character with a circle collider on the XZ plane.

The problems/features I need to deal with are:

  1. I want the character to always face the mouse, to rotate to look at the mouse.

  2. I want the character to move dependent of where he looks, so pressing W, for instance, always moves you the direction that you are facing.

  3. I want to eliminate the "ice-skating" effect. On joystick, my character moves flawlessly, but with keyboard, the character slides around like an ice-skater. It's wierd.

On the plus side, collision works...beyond that, I'm lost.

This is what I have so far: using UnityEngine; using System.Collections;

 public class DungeonPlayerBehaviorScript : MonoBehaviour {
     private const float VELOCITY = .075f;
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         CharacterController controller = GetComponent<CharacterController>();
         controller.Move(new Vector3(Input.GetAxis ("Horizontal") * VELOCITY, 0, Input.GetAxis ("Vertical") * VELOCITY));
     }
 }
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avatar image Benproductions1 · Jul 29, 2013 at 03:02 AM 0
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Format your code

avatar image MuseumTourGames · Jul 29, 2013 at 04:22 PM 0
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in what fashion?

avatar image Benproductions1 · Jul 29, 2013 at 11:45 PM 0
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Watch the tutorial video on the right

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Answer by chummscrubber · Jul 29, 2013 at 04:09 AM

1) Set your characters forward vector to rotate towards the x,y co-ords that the mouse pointer is located using Input.mousePosition (so you would do a vector rotation to face the mouse pointer on the x,y axis only).

2) Use Vector3.Forward Time.DeltaTime movespeed to move forward from where your character is currently facing.

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