Question by 
               TimidestShadow · May 11, 2020 at 08:19 AM · 
                player movement  
              
 
              How can I change this to rotate the player and Not the camera? I was hoping to have the player aim by mouse direction without moving the camera.
public class Player : MonoBehaviour {
 CharacterController characterController;
 public float speed = 6.0f;
 public float jumpSpeed = 8.0f;
 public float gravity = 20.0f;
 private Vector3 moveDirection = Vector3.zero;
 // Start is called before the first frame update
 void Start()
 {
     transform.position = new Vector3(60, 1, 80);
     characterController = GetComponent<CharacterController>();
 }
 // Update is called once per frame
 void Update()
 {
     //Get the Screen positions of the object
     Vector2 positionOnScreen = Camera.main.WorldToViewportPoint(transform.position);
     //Get the Screen position of the mouse
     Vector2 mouseOnScreen = (Vector2)Camera.main.ScreenToViewportPoint(Input.mousePosition);
     //Get the angle between the points
     float angle = AngleBetweenTwoPoints(positionOnScreen, mouseOnScreen);
     //Ta Daaa
     transform.rotation = Quaternion.Euler(new Vector3(0f, angle, 0f));
     if (characterController.isGrounded)
     {
         // We are grounded, so recalculate
         // move direction directly from axes
         moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
         moveDirection *= speed;
         if (Input.GetButton("Jump"))
         {
             moveDirection.y = jumpSpeed;
         }
     }
     // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
     // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
     // as an acceleration (ms^-2)
     moveDirection.y -= gravity * Time.deltaTime;
     // Move the controller
     characterController.Move(moveDirection * Time.deltaTime);
 }
 float AngleBetweenTwoPoints(Vector3 a, Vector3 b)
 {
     return Mathf.Atan2(a.y - b.y, a.x - b.x) * Mathf.Rad2Deg;
 }
 
               }
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