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

My frog jumps very quick and not very far

my frog is not moving properly, well compared to the video of how it is supposed to move. i have no errors in the code but the frog its self is hopping extremely fast but not moving far at all. if anyone can help i would appreciate it.

Jennifer Nordell
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Jennifer Nordell
Treehouse Teacher

This is going to be easiest to help you with if we can see the code. At the bottom of the "Add an Answer" section is a link to a Markdown Cheatsheet where you will find instructions on how to post your code. My guess is that something is not correct in the PlayerMovement.cs file.

1 Answer

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 compoents from the player gomeObject
    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 movement vector does not equal zero...

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

    //...and create another rotation that moves from the current rotation to the target rotation...
    Quaternion newRotation = Quaternion.Lerp(playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);
    //...and change the players rotation to the new incremetial rotation...
    playerRigidbody.MoveRotation(newRotation);

    if (movement != Vector3.zero) {
        //... then play jump animation.
        playerAnimator.SetFloat ("Speed", 3f);
    } else {
        //otherwise,don't play jump animation.
        playerAnimator.SetFloat ("Speed", 0f);
    }
}

}