I would like to rotate my NavigationMeshAgent with reference to the mouse position. Following is my code to do so.
public class Navcontroller : MonoBehaviour
{
// Start is called before the first frame update
private NavMeshAgent _agent;
void Start()
{
_agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
float horInput = Input.GetAxis("Horizontal");
float verInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horInput, 0f, verInput);
Vector3 moveDestination = transform.position + movement;
_agent.destination = moveDestination;
}
}
Unforutnately , the rotation is weird and it can look all over the place as I move the mouse. what am I missing?
UPDATE:
I have updated my code with the mouse position as follows,
public class Navcontroller : MonoBehaviour
{
// Start is called before the first frame update
private NavMeshAgent _agent;
float mouseX, mouseY;
float rotationSpeed = 1;
void Start()
{
_agent = GetComponent<NavMeshAgent>();
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float horInput = Input.GetAxis("Horizontal");
float verInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horInput, 0f, verInput);
Vector3 moveDestination = transform.position + movement ;
mouseX += Input.GetAxis("Mouse X") * rotationSpeed;
mouseY -= Input.GetAxis("Mouse Y") * rotationSpeed;
_agent.destination = moveDestination;
_agent.transform.rotation = Quaternion.Euler(mouseY, mouseX, 0);
}
}
Now that the agent rotates with the camera. But the agent is not moving in the same direction where he is looking at.
Based on the comment
Vector3 mousePosition = Input.mousePosition; // Get mouse position
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition); //Transfom it to game space - form screen space
Vector2 direction = new Vector2(
mousePosition.x - transform.position.x,
mousePosition.y - transform.position.y
); // create new direction
transform.up = direction; // Rotate Z axis
Because based on the comment this has nothing to do with NavigationMeshAgent or AI. Then to move forward you do
if(Input.GetKey(Key.W)){
transform.forward += Speed * Time.deltaTime;
}
EDIT
Your _agent.destination = moveDestination;
needs to match your rotation so you need to multiply it by the rotation. _agent.destination = Quaternion.Euler(mouseY, mouseX, 0) * moveDestination
where moveDestination
should be relative to its rotation (not absolute as you probably have now) so better use _agent.destination = Quaternion.Euler(mouseY, mouseX, 0) * Vector3.forward