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

Mažvydas Brikas
Mažvydas Brikas
6,766 Points

Frog starts moving without any keyboard input

Then I click game play button my frog starts move forward instantly, without any keyboard input. Then I click one of keyboard arrow button, frog changes direction accordingly and moves to that direction everlastingly. What I am doing wrong? How to stop frog’s unnecessary everlasting movement? My code:

using UnityEngine;
using System.Collections;

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 components from Player Game Oblect
        playerAnimator = GetComponent<Animator>();
        playerRigidbody = GetComponent<Rigidbody> ();
    }

    // Update is called once per frame
    void Update () {

        // Gather input from the keyboard
        moveHorizontal = Input.GetAxisRaw("Horizontal");
        moveVertical = Input.GetAxisRaw("Vertical");

        movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
    }

    void FixedUpdate () {

        // If the player's movement vector does not equal zero...
        if (movement != Vector3.zero) {

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

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


            //...and change the player's rotation to the new incremental rotation...
            playerRigidbody.MoveRotation(newRotation);

            // ...then play the jump animation.
            playerAnimator.SetFloat ("Speed", 3f);
        } else {
            // Otherwise, don't play the jump animation.
            playerAnimator.SetFloat ("Speed", 3f);
        }


    }
}
Larry Passantino
Larry Passantino
2,307 Points

I believe the problem may be with your last line of code.

playerAnimator.SetFloat ("Speed", 3f);

In the else statement, you should set the speed to 0f and that should take care of your problem.

2 Answers

Mažvydas Brikas
Mažvydas Brikas
6,766 Points

Thanks for your help Larry Passantino! My mistake was in that last line, then I changed to (“Speed”, 0f) everything works fine :)

Alan Mattanó
PLUS
Alan Mattanó
Courses Plus Student 12,188 Points

I remember one time I have a similar problem. I was using the keyboard and I forgot that my joystick was attach to the USB and not well calibrated. Since Input.GetAxis...."Horizontal" the joystick was giving input to the game.

Mažvydas Brikas
Mažvydas Brikas
6,766 Points

My first thought was that should be a keyboard/mouse problem or with windows drivers, but like almost always I found out I left simple stupid mistake in my code :)