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Question by Sidadi657 · Jul 20, 2020 at 10:03 AM · rotate

I am not able to rotate my player..Please help,i am new to unity and i am not able to rotate my player.please help.

  [SerializeField] Text Dice;
     int diceNumber;
     [SerializeField] public bool diceRolled;
     [SerializeField] GameObject player;
     Rigidbody rb;
     public int tapCount;
 
     [SerializeField] Image consequence;
     [SerializeField] RawImage consequenceImage;
     [SerializeField] RawImage consequenceImage2;
     [SerializeField] Text text;
     [SerializeField] GameObject sparkles;
 
 
     [SerializeField] Text Dice2;
     int diceNumber2;
    
     [SerializeField] GameObject playerToControl2;
 
  private void Move()
         {
           gameObject.transform.position += new Vector3(0, 0, diceNumber * 6);
             
         }

This is my move script.Please explain how to make a player rotate.

, [SerializeField] Text Dice; int diceNumber; [SerializeField] public bool diceRolled; [SerializeField] GameObject player; Rigidbody rb; public int tapCount;

     [SerializeField] Image consequence;
     [SerializeField] RawImage consequenceImage;
     [SerializeField] RawImage consequenceImage2;
     [SerializeField] Text text;
     [SerializeField] GameObject sparkles;
 
 
     [SerializeField] Text Dice2;
     int diceNumber2;
    
     [SerializeField] GameObject playerToControl2;
 
 private void Move()
     {
       gameObject.transform.position += new Vector3(0, 0, diceNumber * 6);
         
     }

This is my move script .Please explain how to do the rotation and after the rotation i want the player to move in the direction it is rotated .It is a 3d world. And here is my full script.I am making a 3d third person perspective board game......

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class DiceRoll : MonoBehaviour
 {
     [SerializeField] Text Dice;
     int diceNumber;
     [SerializeField] public bool diceRolled;
     [SerializeField] GameObject player;
     Rigidbody rb;
     public int tapCount;
 
     [SerializeField] Image consequence;
     [SerializeField] RawImage consequenceImage;
     [SerializeField] RawImage consequenceImage2;
     [SerializeField] Text text;
     [SerializeField] GameObject sparkles;
 
 
     [SerializeField] Text Dice2;
     int diceNumber2;
    
     [SerializeField] GameObject playerToControl2;
 
     // Start is called before the first frame update
     void Start()
     {
         
         consequence.enabled = false;
         consequenceImage.enabled = false;
         consequenceImage2.enabled = false;
         text.enabled = false;
         rb = GetComponent<Rigidbody>();
         diceRolled = false;
        
     }
 
     // Update is called once per frame
     void Update()
     {
        
     }
     public void RollTheDice()
     {
         var rolling = FindObjectOfType<DiceRoll>();
        
         if (rolling.diceRolled == false)
         {
          diceNumber = Random.Range(1, 7);
          tapCount++;
         Dice.text = diceNumber.ToString();
         
         Move();
             rolling.diceRolled = true;
 
         }
 
        
 
     }
 
     private void Move()
     {
       gameObject.transform.position += new Vector3(0, 0, diceNumber * 6);
         
     }
     public void RollTheDice2()
     {
        var rolling= FindObjectOfType<DiceRoll>();
         if(rolling.diceRolled==true)
         
         {
          diceNumber2 = Random.Range(1, 7);
           tapCount++;
           Dice2.text = diceNumber2.ToString();
         
 
           Move2();
             rolling.diceRolled = false;
 
         }
         
     }
 
     private void Move2()
     {
      playerToControl2.gameObject.transform.position += new Vector3(0, 0, diceNumber2 * 6);
         
     }
     
 
    public void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.GetComponent<ConsequenceGiver>())
         {
             Debug.Log(other.name);
            StartCoroutine( WaitingForPopUp());
             
         }
     }
     IEnumerator WaitingForPopUp()
     {
         var vector=new Vector3(0, 0, diceNumber2 * 6);
         Instantiate(sparkles, sparkles.transform.position, sparkles.transform.rotation);
         yield return new WaitForSecondsRealtime(3);
         consequence.enabled = true;
         consequenceImage.enabled = true;
         consequenceImage2.enabled = true;
         text.enabled = true;
         Instantiate(sparkles, transform.position, sparkles.transform.rotation);
     }
    
 }
 

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