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

Christopher Taylor
Christopher Taylor
626 Points

frog will not move correctly

from keeps going back in default position and with move only when i move it certain ways. 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 the componets from player Gameobject
    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 player movement vector does not equal zero play the jump animation otherwise do not

    // then create a target rotation based on 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 players rotation to new incremental rotation
    playerRigidbody.MoveRotation(newRotation);
    if (movement != Vector3.zero){
        playerAnimator.SetFloat ("Speed", 3f);
}else{
        playerAnimator.SetFloat ("Speed", 0f);
    }
}

}

1 Answer

PlayerMovement at the top isn't capitalized, and you don't have; playerFootsteps.enabled = false;

Heres what its supposed to look like

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 () {
        playerAnimator = GetComponent<Animator> ();

        playerRigidbody = GetComponent<Rigidbody> ();
    }

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

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

    void FixedUpdate () {
        if (movement != Vector3.zero) {  

            Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);

            Quaternion newRotation = Quaternion.Lerp (playerRigidbody.rotation, targetRotation,turningSpeed * Time.deltaTime);

            playerRigidbody.MoveRotation(newRotation);
              playerAnimator.SetFloat ("Speed", 3f);

            playerFootsteps.enabled = true;



        } else {
            playerAnimator.SetFloat ("Speed", 0f);


            playerFootsteps.enabled = false;
        }
    }
}