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Game Development How to Make a Video Game Player Input and Cameras Rotate the Player Towards the Target

josh devlin
josh devlin
651 Points

Code rotation is fine, Just cant seem to move

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement : MonoBehaviour { private Animator playerAnimator; private float moveHorizontal; private float moveVertical; private Vector3 movement; private float turningSpeed = 20f; private Rigidbody playerRigidbody;

// Use this for initialization
void Start () {
    //gather the components from the player game objects
    playerAnimator = GetComponent<Animator>();
    playerRigidbody = GetComponent<Rigidbody>();
}

// Update is called once per frame
void Update () {
    //keyboard input
    moveHorizontal = Input.GetAxisRaw ("Horizontal");
    moveVertical = Input.GetAxisRaw ("Vertical");

    movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
}
void FixedUpdate (){
    //if the players movment vector does not equal zero
    if (movement != Vector3.zero){

        // creates a target rotation based on the movement vector
        Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);

        // . create another rotation that moves from the current rotation to the target rotation
        Quaternion newRotation = Quaternion.Lerp (playerRigidbody.rotation, targetRotation, turningSpeed + Time.deltaTime);

        // change the players rotation to the new incremental rotation
        playerRigidbody.MoveRotation(newRotation);

        // then play the jump animation
        playerAnimator.SetFloat("Speed", 3f);
    }
    else{
        //dont play the animation
        playerAnimator.SetFloat("Speed", 0f);

    }
    }

}