Hi everyone, thanks for opening this question. xD
So here’s the deal. I’ve been trying to get this to work for weeks with no luck, I went through every related question I found here and googled all over, but couldn’t get it to work.
I want to make a sidescroller game, and since I want physics too, I used RigidbodyFPSWalker from the Unify Script Wiki (assuming I need something like that).
Now the first problem arose when I imported the character (tried another too), it was facing a weird downward way, and after rotating it the way I want and applying the script to it the character isn’t rotated correctly. And since I don’t know how to rotate the object or controller individually from one another I managed to get the controls to work the way I want them by inverting and changing some stuff in the project input settings.
Now then I only mentioned all this cause I think it might interfere with the answer you guys give me. It now moves left (backwards), and right (forward) on key press and jumps. But I want to make it rotate 180 degrees left when pressed left and right when pressed right. Now I spent weeks trying to get this to work but without someone giving me the already done code I can’t seem to do anything. I managed to rotate it 180 using this code but the controller rotates too not just the object:
if (Input.GetKey (KeyCode.LeftArrow)) { transform.rotation = Quaternion.AngleAxis(180, Vector3(0,1,0)); } ` And this is the RigidbodyFPSWalker I used: var speed = 10.0; var gravity = 10.0; var maxVelocityChange = 10.0; var canJump = true; var jumpHeight = 2.0; private var grounded = false; @script RequireComponent(Rigidbody, CapsuleCollider) function Awake () { rigidbody.freezeRotation = true; rigidbody.useGravity = false; } function FixedUpdate () { if (grounded) { // Calculate how fast we should be moving var targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); targetVelocity = transform.TransformDirection(targetVelocity); targetVelocity *= speed; // Apply a force that attempts to reach our target velocity var velocity = rigidbody.velocity; var velocityChange = (targetVelocity - velocity); velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); velocityChange.y = 0; rigidbody.AddForce(velocityChange, ForceMode.VelocityChange); // Jump if (canJump && Input.GetButton("Jump")) { rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } } // We apply gravity manually for more tuning control rigidbody.AddForce(Vector3 (0, -gravity * rigidbody.mass, 0)); grounded = false; } function OnCollisionStay () { grounded = true; } function CalculateJumpVerticalSpeed () { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt(2 * jumpHeight * gravity); } PS: I apologize if I didn't post the codes the way I should. Its not working the way I wanted to either. xD `