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Question by $$anonymous$$ · Jul 03, 2017 at 07:08 AM · scripting problemmovement

Preventing smooth turning depending on input angle?

I want my character to turn before moving if pressing the opposite direction, like this: http://i.imgur.com/TK5SX0K.gifv But in my project, the character will continue to move as he's turning in the direction he's facing, like this: http://i.imgur.com/v61Sr3j.gifv

This is what it looks like in-game: https://gfycat.com/ElaborateDangerousArgusfish I'm not really sure what to do and I've tried messing with it with no success. :(

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class PlayerController : MonoBehaviour {
  
     public float walkSpeed = 2;
     public float runSpeed = 6;
     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;
  
     void Start () {
         animator = GetComponent<Animator> ();
         cameraT = Camera.main.transform;
         controller = GetComponent<CharacterController> ();
     }
  
     void Update () {
         // input
         Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
         Vector2 inputDir = input.normalized;
         bool running = Input.GetKey (KeyCode.LeftShift) || Input.GetKey(KeyCode.Joystick1Button7);
  
         Move (inputDir, running);
  
         if (Input.GetKeyDown (KeyCode.Space) || Input.GetKeyDown (KeyCode.Joystick1Button1)) {
             Jump ();
         }
  
         // animator
         float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
         animator.SetFloat ("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
     }
  
     void Move (Vector2 inputDir, bool running) {
         if (inputDir != Vector2.zero) {
             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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