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Question by Wickot · Jun 13, 2014 at 07:16 PM · turn

Character moves in WASD but cannot rotate.

Hi friends,

I'm following some guide on character controls and have copied down the following script:

 #pragma strict
 
     var walkAcceleration : float = 5;
     var walkDeacceleration : float =5;
     @HideInInspector var walkDeaccelerationVolx : float;
     @HideInInspector var walkDeaccelerationVolz : float;
     
     var cameraObject : GameObject;
     var maxWalkSpeed : float = 10;
     @HideInInspector var horizontalMovement : Vector2;
     
     //Jumping Variables
     var jumpVelocity : float = 275;
     var grounded : boolean = false;
     var maxSlope : float = 60;
 
 function Update () {
 
     horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
     if(horizontalMovement.magnitude > maxWalkSpeed){
         
         horizontalMovement = horizontalMovement.normalized;
         horizontalMovement *= maxWalkSpeed;
         
     }
 
     
     rigidbody.velocity.x = horizontalMovement.x;
     rigidbody.velocity.z = horizontalMovement.y;
     
     if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") ==0){
         rigidbody.velocity.x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, walkDeaccelerationVolx, walkDeacceleration);
         rigidbody.velocity.z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, walkDeaccelerationVolz, walkDeacceleration);
     }
 
     transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLook).currentYRotation, 0);
     //New movement to remove latency in movement.
     transform.position = Vector3(transform.position.x + Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, transform.position.y ,
                                  transform.position.z + Input.GetAxis("Vertical") * walkAcceleration * Time.deltaTime);
     
     
     //Old movement
     //rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
     
     if (Input.GetButtonDown("Jump") && grounded)
         rigidbody.AddForce(0, jumpVelocity, 0);
 
 }
 
 function OnCollisionStay (collision : Collision){
     
     for(var contact : ContactPoint in collision.contacts) {
         
         if(Vector3.Angle(contact.normal, Vector3.up) < maxSlope)
         grounded = true;
                 
     }
 }
 
 function OnCollisionExit(){
     grounded = false;
     }
     
 

The issue is to do with (I'm sure):

transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLook).currentYRotation, 0);

However I'm not entirely sure how to modify this line in order to make it work with my modifications.

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avatar image MileSplit · Jun 13, 2014 at 07:41 PM 0
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What modifications have you made that broke the script? And what is wrong with it?

avatar image tanoshimi · Jun 13, 2014 at 07:44 PM 0
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I edited your question. This really has nothing to do with Java.

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