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[New Input System] Player Rotation & Cursor Following Mouse,[New Input System] Player Rotation & Cursor Object Following Mouse
- I am in need of assistance understanding how rotating the player towards the mouse works, regarding the new input system. My project is a 3D, top-down, orthographic shooter game. I am using Unity 2020.1.7f1 HDRP. 
- Right now, I am moving the player with WASD just fine using - Rigidbody.AddForce();. I even expanded on it myself by applying a sprint and crouch multiplier to the amount of force based on key state.
- There are currently no issues with the movement that I can detect. However, rotating the player is proving to be very difficult for me. I have tried various methods such as - player.transform.LookAt(), rotating the- Rigidbody.MoveRotation(), and even just straight-up setting the rotation.
- Here is my entire script, for reference, GameHandler.cs. I left my comments in so that you can see what I've attempted, namely in the TurnPlayer() method. 
- As is, I have a cursor GameObject that follows the mouse somewhat across the X-Axis but does nothing on the Z-Axis (world space) which is assigned from the mouse's Y-Axis (screen space). My idea was to have the cursor object follow the mouse, and then simply rotate the player along the Y-Axis (left/right) towards the cursor. 
- My script is just attached to an empty GameObject and has all the appropriate things linked. 
- My end goal is to have WASD movement, player rotate towards cursor every frame update without de-syncing, and camera follow player w/ zoom in/out function. I already have a good CameraHandler script, just need to get the input from mouse scroll wheel to know when to zoom in/out. 
- Please don't hesitate to bother me for more information. I am very eager to figure this out. Not a big believer in copy-pasta code. I appreciate all the help I can get. Thank you. 
Forgot to mention, I am tracking the Mouse's position using a Pass Through Vector2 linked to Delta (Mouse) in the input settings asset.
Forgot to mention, I am tracking the $$anonymous$$ouse's position using a Pass Through Vector2 linked to Delta ($$anonymous$$ouse) in the input settings asset.
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