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Question by Ahsenhein · Mar 04, 2017 at 05:22 PM · rotationraycastrotate

rotating the character based on mouse position

I'm following again the tutorial Survival Shooter but now using It in my own new project with new free assets and a new character. Although, besides working, It's turning around another center. This center is right next to the player, like 1 or 2 metesr alway. I've checked the code which is the same as the tutorial and all player's elements has its center correct. So basically I don't know what else could be.

using UnityEngine;

public class PlayerMovement : MonoBehaviour { public float speed = 6f; // The speed that the player will move at.

 Vector3 movement;                   // The vector to store the direction of the player's movement.
 Animator anim;                      // Reference to the animator component.
 Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
 int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
 float camRayLength = 100f;          // The length of the ray from the camera into the scene.

 void Awake ()
 {
     // Create a layer mask for the floor layer.
     floorMask = LayerMask.GetMask ("Floor");

     // Set up references.
     anim = GetComponent <Animator> ();
     playerRigidbody = GetComponent <Rigidbody> ();
 }


 void FixedUpdate ()
 {
     // Store the input axes.
     float h = Input.GetAxisRaw ("Horizontal");
     float v = Input.GetAxisRaw ("Vertical");

     // Move the player around the scene.
     Move (h, v);

     // Turn the player to face the mouse cursor.
     Turning ();

     // Animate the player.
     Animating (h, v);
 }

 void Move (float h, float v)
 {
     // Set the movement vector based on the axis input.
     movement.Set (h, 0f, v);
     
     // Normalise the movement vector and make it proportional to the speed per second.
     movement = movement.normalized * speed * Time.deltaTime;

     // Move the player to it's current position plus the movement.
     playerRigidbody.MovePosition (transform.position + movement);
 }

 void Turning ()
 {
     // Create a ray from the mouse cursor on screen in the direction of the camera.
     Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);

     // Create a RaycastHit variable to store information about what was hit by the ray.
     RaycastHit floorHit;

     // Perform the raycast and if it hits something on the floor layer...
     if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
     {
         // Create a vector from the player to the point on the floor the raycast from the mouse hit.
         Vector3 playerToMouse = floorHit.point - transform.position;

         // Ensure the vector is entirely along the floor plane.
         playerToMouse.y = 0f;

         // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
         Quaternion newRotation = Quaternion.LookRotation (playerToMouse);

         // Set the player's rotation to this new rotation.
         playerRigidbody.MoveRotation (newRotation);
     }
 }

 void Animating (float h, float v)
 {
     // Create a boolean that is true if either of the input axes is non-zero.
     bool walking = h != 0f || v != 0f;

     // Tell the animator whether or not the player is walking.
     anim.SetBool ("IsWalking", walking);
 }

}

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Answer by Ahsenhein · Mar 04, 2017 at 05:35 PM

I've just notice that the problem was my floor (the mask which the ray collides with) which wasnt at 0 position on Y axis. Although when I walk in to a ground elevation the center starts to get off of my character. So what should I do? Move the floor(the mask not the actual world ground) along with the character?

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