Welcome to the Treehouse Community

Want to collaborate on code errors? Have bugs you need feedback on? Looking for an extra set of eyes on your latest project? Get support with fellow developers, designers, and programmers of all backgrounds and skill levels here with the Treehouse Community! While you're at it, check out some resources Treehouse students have shared here.

Looking to learn something new?

Treehouse offers a seven day free trial for new students. Get access to thousands of hours of content and join thousands of Treehouse students and alumni in the community today.

Start your free trial

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

David Bogdanov
David Bogdanov
1,120 Points

the frog moves in the dirrection i press, but then it goes up again...

here is my code

using UnityEngine; using System.Collections;

public class PlayerMovement : MonoBehaviour {

private Animator playerAnimator;
private float moveHorizontal;
private float moveVertical;
private float turningSpeed = 20f;
private Vector3 movement;
private Rigidbody playerRigidBody;

// Use this for initialization
void Start () {

    //gather components from the 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 () {

    //...then create a target rotation baced 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 player's rotation to the new incrementel rotation...
    playerRigidBody.MoveRotation(newRotation);

    //if the player's movement vector does not equal zero...
    if (movement != Vector3.zero) {
        // ...Then play the jump animation
        playerAnimator.SetFloat("Speed", 3f);
    } else {
        //otherwise, don't play the jump animation
        playerAnimator.SetFloat("Speed", 0f);

    }
}

}