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Question by hollym16 · Feb 13, 2015 at 10:47 AM · rotationraycastcharactermousescriptingbasics

Turn in the direction of movement

I've got the following script on my character, he moves using the keyboard but he looks at the mouses position:

 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public float speed = 6f;
     Vector3 movement;
     Animator anim;
     Rigidbody playerRigidbody;
     int floorMask;
     float camRayLength = 100f;
 
     void Awake (){
         floorMask = LayerMask.GetMask ("Floor");
         anim = GetComponent <Animator>();
         playerRigidbody = GetComponent <Rigidbody>();
     }
     void FixedUpdate(){
         float h = Input.GetAxisRaw("Horizontal");
         float v = Input.GetAxisRaw("Vertical");
         Move (h, v);
         Turning ();
         Animating (h, v);
     }
     void Move (float h, float v){
         movement.Set (h, 0f, v);
         movement = movement.normalized * speed * Time.deltaTime;
         playerRigidbody.MovePosition (transform.position + movement);
     }
     void Turning (){
         Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
         RaycastHit floorHit;
         if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)){
             Vector3 playerToMouse = floorHit.point - transform.position;
             playerToMouse.y = 0f;
             Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
             playerRigidbody.MoveRotation(newRotation);
         }
     }
     void Animating (float h, float v){
         bool walking = h!=0f || v!=0f;
         anim.SetBool ("IsWalking", walking);
 }
 }
 

How can I change the script so he looks in the direction he's walking in instead of the mouse position?

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avatar image nirharpaz · Feb 13, 2015 at 11:57 AM 0
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the line that gives it to look at mouse position is

  Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);

why don't you try to replace it with

Vector3.forward?

http://docs.unity3d.com/ScriptReference/Quaternion.LookRotation.html

avatar image hollym16 · Feb 13, 2015 at 12:29 PM 0
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Thanks for the help, I've got it working, sort of, now. Here's the script:

void Update (){

             Vector3 playerToTurn = playerRigidbody.position + transform.position;

             Quaternion rotation = Quaternion.LookRotation(playerToTurn);

             transform.rotation = rotation;

         }

The player now rotates towards the direction its moving, but too slowly. I think it's rotating round the initial start point of the character. Any ideas on how to fix this? Thanks

avatar image nirharpaz · Feb 13, 2015 at 02:21 PM 0
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i'de do it with Slerp

 float  damping;

 aimSpeed = dampening * Time.deltaTime
       
 transform.rotation = Quaternion.Lerp (transform.rotation, Quaternion.LookRotation (target.position - transform.position), aimSpeed);

Lerp and Slerp are functions to move from 1 value to another value over time.

here are 2 links you should check out http://answers.unity3d.com/questions/417464/quaternionslerp-with-quaternionlookrotation-causes.html

http://answers.unity3d.com/questions/335697/lookrotation-between-2-points.html

hope it helps

avatar image nirharpaz · Feb 13, 2015 at 02:25 PM 0
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Ow and an unrelated tip to optimize the code. when you write something like trasform.position - 30 times a second, the system picks the whole gameObject with all its components to pick from it the component transform.position and that's really expensive.

best for you is to make a

 Transform myTransform;

and add to awake

 myTransform=transform;

in a similar way you've done with rigidbody. this way you onlt do that process once and then have a direct access to transform.

also i think you can also just do

 playerRigidbody = rigidbody;

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