Rotate on Key press help?

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
`

Never mind I solved all of those problems, first one in Blender it self and second with this code found in this question.

function Update () {
    if (Input.GetButton("Horizontal")||Input.GetButton("Vertical")) {
       var newForward : Vector3 = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")).normalized;
       if (newForward!=Vector3.zero) transform.forward = newForward;
       transform.Translate(Vector3.forward*Time.deltaTime);
    }
}