As you can see in this video, the object moves in any direction, but its model does not rotate in the direction of movement. How to fix it ??
Link to video
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveController : MonoBehaviour
{
private CharacterController controller = null;
private Animator animator = null;
private float speed = 5f;
void Start()
{
controller = gameObject.GetComponent<CharacterController>();
animator = gameObject.GetComponent<Animator>();
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = (transform.right * x) + (transform.forward * z);
controller.Move(move * speed * Time.deltaTime);
var angle = Mathf.Atan2(move.z, move.x) * Mathf.Rad2Deg;
if (x != 0 || z != 0) animator.SetTrigger("run");
if (x == 0 && z == 0) animator.SetTrigger("idle");
}
}
Don't use transform.forward
and transform.right
to make your move vector, just make it in world space. Then, you can set transform.forward
to the move direction.
Also, as derHugo mentioned below in a comment, you should
avoid using exact equality to compare floats. Instead use Mathf.Approximately
or use your own threshold like below
avoid setting triggers every frame. instead you can use a flag to determine if you're already idle or already running, and only set the trigger if you're not already doing the thing.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveController : MonoBehaviour
{
private CharacterController controller = null;
private Animator animator = null;
private float speed = 5f;
bool isIdle;
void Start()
{
controller = gameObject.GetComponent<CharacterController>();
animator = gameObject.GetComponent<Animator>();
isIdle = true;
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = new Vector3(x, 0f, z);
controller.Move(move * speed * Time.deltaTime);
var angle = Mathf.Atan2(move.z, move.x) * Mathf.Rad2Deg;
if (move.magnitude > idleThreshold)
{
transform.forward = move;
if (isIdle)
{
animator.SetTrigger("run");
isIdle = false;
}
}
else if (!isIdle)
{
animator.SetTrigger("idle");
isIdle = true;
}
}
}