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Question by Aaron_Moseley · Jan 19, 2019 at 11:02 PM · scripting problemmovementplayermovement scriptraycasting

My player doesn't turn based on the mouse when it's supposed to

My player is supposed to turn/rotate based on the position of the mouse. I'm using a slightly modified version of the survival shooter code, but with a different character than in the tutorial. The character still moves with WASD, but doesn't turn. I'm also seeing no errors. Thanks for any help.

 public class PlayerMovement : MonoBehaviour
 {
     public float currentSpeed;
     public float walkingSpeed = 6f;
     public float sprintSpeed = 12f;

     Vector3 playerToMouse;
     Vector3 movement;                   
     Animator anim;                      
     Rigidbody playerRigidbody;          
     int floorMask;                      
     float camRayLength = 100f;     
     bool sprint;
 
 
     void Awake()
     {
         currentSpeed = walkingSpeed;
         floorMask = LayerMask.GetMask("Floor");
         anim = GetComponent<Animator>();
         playerRigidbody = GetComponent<Rigidbody>();
     }
 
     void FixedUpdate ()
     {
         float h = Input.GetAxisRaw ("Horizontal");
         float v = Input.GetAxisRaw ("Vertical");
 
         Move (h, v);
 
         Turning ();
 
         Animating (h, v);
 
         Sprint();
 
     }
 
     void Sprint ()
     {
         if (Input.GetKeyDown(KeyCode.LeftS$$anonymous$$ft))
         {
             currentSpeed = sprintSpeed;
         }
 
         if (Input.GetKeyUp(KeyCode.LeftS$$anonymous$$ft))
         {
             currentSpeed = walkingSpeed;
         }
     }
 
     void Move (float h, float v)
     {
         movement.Set (h, 0f, v);
 
         movement = movement.normalized * currentSpeed * Time.deltaTime;
 
         playerRigidbody.MovePosition (transform.position + movement);
     }
 
     void Turning ()
     {
         Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
 
         RaycastHit floorHit;
 
         if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
         {
             Vector3 playerToMouse = floorHit.point - transform.position;
 
             playerToMouse.y = 0f;
 
             Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
 
             playerRigidbody.MoveRotation (newRotation);
         }
     }
 
     void Animating (float h, float v)
     {
         bool walking = h != 0f || v != 0f;
 
         anim.SetBool ("IsWalking", walking);
     }
 }

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