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Game Development How to Make a Video Game Player Input and Cameras Rotate the Player Towards the Target

ryan lynch
ryan lynch
155 Points

Code not registering keyboard inputs

Here is my code for this part of the lesson. Everything is literally mirrored from the lesson plan (I checked the whole thing 3 times to be sure) I have no idea what I'm doing wrong.

PlayerMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class PlayerMovement : MonoBehaviour
{

    private Animator playerAnimator;
    private float moveHorizontal;
    private float moveVertical;
    private Vector3 movement;
    private float turningSpeed = 20f;
    private Rigidbody playerRigidbody;



    // Use this for initialization

    void Start()
    {

        // Gather components from the Player GameObject

        playerAnimator = GetComponent<Animator>();
        playerRigidbody = GetComponent<Rigidbody>();
    }

    // Update is called once per frame

    void Update()
    {

        // Gather input from the keyboard

        moveHorizontal = Input.GetAxisRaw ("Horizontal");
        moveVertical = Input.GetAxisRaw ("Vertical");

        movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

    }

    void FixedUpate ()
    {

        //if the players movement vector does not = 0... 

        if (movement != Vector3.zero)
        {

            //...then create a target rotation based on the movement vector...

            Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);

            //and create another rotation that moves from the current rotation to the target rotation

            Quaternion newRotation = Quaternion.Lerp(playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);

            //..and change the players rotation to the new incremental rotation...

            playerRigidbody.MoveRotation(newRotation);

            //then play the jump animation.

            playerAnimator.SetFloat("Speed", 3f);
        }
        else
        {
            //Otherwise dont play the jump animation

            playerAnimator.SetFloat("Speed", 0f);
        }
    }

}

1 Answer

Lucas Zebeda
Lucas Zebeda
1,412 Points

I had this issue aswell. I restarted Unity and when I looked at the player my playerMovement disappeared. When I put it back in the everything worked just fine.