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Question by AndrewBrown123 · Apr 17, 2019 at 03:27 PM · 2drotationcontrollerrotaterotate object

Player Arm will not rotate when moving with Xbox Joystick

Hello,

My problem is I can't get my player's arm to move when a weapon is selected. I'm using an Xbox One controller and have the inputs in Unity. I can move the arm with the mouse and have it face the position the mouse is pointing at but I can't make it work with the controller.

My code to make the players arm move with mouse...

 public void CanTurn()
     {
         Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
         float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
         Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Speed * Time.deltaTime);
     }

I've looked at the API and many tutorials and and still nothing has worked. I thank anyone that stops by to look or helps.

Thank You.

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avatar image AndrewBrown123 · Apr 17, 2019 at 06:39 PM 0
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I have fixed it... well almost it still not 100% the way I like it but it dose pretty much what I wanted it to do.

Here's the updated code...

 public void CanTurn()
     {
         //Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
         //float angle = $$anonymous$$athf.Atan2(direction.y, direction.x) * $$anonymous$$athf.Rad2Deg;
         //Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
         //transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Speed * Time.deltaTime);
         //Xboxcontroller...
         Vector2 shootingDirection = Vector2.right * -Input.GetAxis("Vertical Right") + Vector2.down * -Input.GetAxis("Horizontal Right");
         float angle = $$anonymous$$athf.Atan2(shootingDirection.y, shootingDirection.x) * $$anonymous$$athf.Rad2Deg;
         Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Speed * Time.deltaTime);
     }

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Answer by Rati · Apr 17, 2019 at 08:02 PM

Use the pad axis instead of the mouse position.

there is some example here https://docs.unity3d.com/ScriptReference/Input.GetAxis.html

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