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Question by malikcgcs · Aug 29, 2013 at 09:43 AM · movement scripttransform.rotationplanet

how i can Directing transform.rotation to direction of movement character ?

how i can Directing transform.rotation to direction of movement character ? but the character move on Planet is not a regular , I made ​​a character walks as I want, but do not rotate with the direction of motion: plz help me,

this is test_sampel all the code and package unity : http://www.2shared.com/file/wmQDIK0h/test-sample.html.

plz help me, anyone can help?

 using UnityEngine;
 using System.Collections;
 
 public class walk1 : MonoBehaviour {
     Vector3 Vertical;
     Vector3 Horizontal;
     public float moveSpeed = 0.07f;                               // move speed
     public float lerpSpeed = 40f;                                //smoothing speed
     public GameObject planet;                                     // target 
     public float desGro = 0.9f;                                   // distance from character position to ground
     private Vector3 inputTranslationHorizontal = Vector3.zero;
     private Vector3 inputTranslationVertical = Vector3.zero;
     
     private float inputTranslationV = 0.0f;           //float GetAxis("Vertical")
     private float inputTranslationH = 0.0f;        //float GetAxis("Horizontal")
     // Use this for initialization
     void Awake ()
     {
         StickOnOurface();
     }
     // Update is called once per frame]
  void Update ()
    {    
     // Input translation
          inputTranslationV = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;            
          inputTranslationH = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
         
         /*
         if(inputTranslationV != 0f)
         {
              inputTranslationVertical = transform.forward * inputTranslationV;
         }
         
         if(inputTranslationH != 0f)
         {
              inputTranslationHorizontal = transform.right * inputTranslationH;
         }
         
         */
                         
         if(inputTranslationH != 0f || inputTranslationV != 0f)
         {
             inputTranslationVertical = transform.forward * inputTranslationV;
             inputTranslationHorizontal = transform.right * inputTranslationH;
             move(inputTranslationHorizontal,inputTranslationVertical);
           
         }    
              else
             StickOnOurface(); 
     }
     
     void move (Vector3 horizontal, Vector3 vertical)
     {
         Vector3 targetDirection = horizontal + vertical;
         transform.position += targetDirection.normalized * .07f;
         // Stick on surface
         StickOnOurface();                
       }
     
     void StickOnOurface()
     {
         RaycastHit hit;   
         if (Physics.Raycast (transform.position   , -transform.up, out hit, Mathf.Infinity)) {
         // Stick on surface
         transform.position = hit.point + (transform.up * desGro);    
         // Align to surface normal
         Quaternion fro = Quaternion.FromToRotation(transform.up, hit.normal) * transform.rotation;
         transform.rotation = Quaternion.RotateTowards(transform.rotation, fro, Time.deltaTime * lerpSpeed);
             
         }
     }        
     
    }
     
     


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