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Question by Bentlman1981 · Sep 06, 2014 at 03:50 PM · rotationmovementcharactergetaxis

Keeping forward transform

Hello,

I have a movement script that I am using to rotate a character. Whenever I release the rotation the character snaps back to it's original facing position. Does anybody know how to keep him facing the last direction?

Here is my script that I am using.

             //Rotation
             float x = Input.GetAxisRaw("Hor");
             float y = Input.GetAxisRaw("Ver");
 
 
             transform.forward = new Vector3(x, 0, y);//I want to keep this rotation after releasing, now it just snaps back to original.
         }
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Answer by JusticeAShearing · Sep 06, 2014 at 03:57 PM

My rotation works perfectly, so if you use my script template, it ought to work for you as well.

This script requires a character controller to be attached to the same gameObject.

 var speed : float = 6.0;
 var jumpSpeed : float = 8.0;
 var gravity : float = 20.0;
 var rotateSpeed : float = 3.0;
 
 private var moveDirection : Vector3 = Vector3.zero;
 
 function Start ()
 {
     //Any animation that you want it to start on goes here
 }
 
 function Update ()
 {
     var controller : CharacterController = GetComponent(CharacterController);
     
     //Animation code here
     
     if (controller.isGrounded)
     {
         //Movement code here
         
         //Rotation Code
         transform.Rotate(0, Input.GetAxis("Horizontal") * rotateSpeed, 0);
         
         moveDirection = transform.TransformDirection(moveDirection);
         moveDirection *= speed;
         
         //Jumping code here
     }
     
     //Gravity code here
     
     //Move Controller
     controller.Move(moveDirection * Time.deltaTime);
 }
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Answer by LucasVmarrewyk · Sep 06, 2014 at 04:01 PM

i would recomend using transform.Rotate it would look like this:

  float x = Input.GetAxisRaw("Hor");
  float y = Input.GetAxisRaw("Ver");
  float speed = 5f;
 
 //the Time.deltaTime makes sure it is framerate independent
 transform.Rotate(x, y, 0, speed*Time.deltaTime);
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