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unity-game-engineatan2

Make players look direction relative to camera unity


I'm making a third person character controller in unity, I have the Player Moving with a direction and an animation. My question is: how do I make the movement rotation relative to the camera rotation

NOTE: I am Not using transform.translate or any similar method to move the player, I am calculating a rotation using the input vectors and atan2, then moving the player using an animation. So I can't just change the x direction and y direction, I can only change the y rotation

my current player look code

Vector3 CalculateRotation(float H, float V)
{
    IsTurning = IsMoving(H, V);
    if (IsTurning) {
        angle = Mathf.RoundToInt(Mathf.Atan2(V, -H) * Mathf.Rad2Deg);
        IsTurned = false;

        ani.SetBool("isWalking", true);
        return new Vector3(0, Mathf.RoundToInt(angle), 0);
    }
    else
    {
        ani.SetBool("isWalking", false);
    }


    return new Vector3(0, Mathf.RoundToInt(CurrentRotation.y), 0);
          
}

void LookTorwards(Vector3 T_Angle)
{

    NewRotation = T_Angle - CurrentRotation;
    NewRotation.y = Mathf.Repeat(NewRotation.y + 180f, 360f) - 180f;
    if (NewRotation.y == 180)
    {
        NewRotation.y -= 1;
    }

    if (TargetRotation.y == CurrentRotation.y)
    {
        IsTurned = true;
        return;
    }

    if (NewRotation.y > 0)
    {
        transform.Rotate(new Vector3(0, RotationSpeed, 0));
        CurrentRotation.y += RotationSpeed;
    }
    else if (NewRotation.y < 0)
    {
        transform.Rotate(new Vector3(0, -RotationSpeed, 0));
        CurrentRotation.y -= RotationSpeed;
    }
}

Solution

  • I currently don't have time to test on Unity, so I give you some pseudocode to help you with your problem

    // Get the direction of where the player should ahead in world space
    Vector3 hMoveDir = cameraTransform.right * movementHorizontal;
    Vector3 vMoveDir= cameraTransform.forward * movementVertical;
    Vector3 moveDir = hMoveDir + vMoveDir;
    
    // Create the rotation we need according to moveDir
    lookRotation = Quaternion.LookRotation(moveDir);
    
    // Rotate player over time according to speed until we are in the required rotation
    playerTransform.rotation = Quaternion.Slerp(playerTransform.rotation, lookRotation , Time.deltaTime * RotationSpeed);