I've been working on this Controller, where I walk around a small planet. I'm using Quaternion.Slerp, and when I'm at certain points on the planet, the controller slowly drifts, rotating around the Y axis. My thought is that it is holding a value based on my starting position, and so when I move to different points, the Slerp function is trying to spin me toward that location? I've tried messing around with the script, moving different portions to their own custom methods to pinpoint the issue, but I'm a bit lost at this point. Any help would be appreciated!
I think the issue is going to be somewhere in the bottom two methods NewRotation, or RunWalkStand.
`
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField] private LayerMask _groundMask;
[SerializeField] private Transform _groundCheck;
[SerializeField] private Transform cam;
public float jumpCooldown = 1f;
public float groundCheckRadius = 0.3f;
private float speed = 8;
private float runSpeed = 2;
private float turnSpeed = 800f;
private float jumpForce = 500f;
private Rigidbody rb;
private Vector3 direction;
private GravityBody _gravityBody;
private Animator playerAnimator;
private GameObject planetRecall;
void Start()
{
_gravityBody = transform.GetComponent<GravityBody>();
playerAnimator = GetComponent<Animator>();
planetRecall = GameObject.FindGameObjectWithTag("Planet Recall");
}
void Update()
{
bool isCloseToGround = Physics.CheckSphere(_groundCheck.position, groundCheckRadius, _groundMask);
NewRotation();
if (Input.GetKeyDown(KeyCode.Space) && isCloseToGround)
{
Jump();
}
}
void FixedUpdate()
{
RunWalkStand();
}
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject == planetRecall)
{
playerAnimator.SetBool("Grounded", true);
}
}
private void Jump()
{
rb.AddForce(-_gravityBody.GravityDirection * jumpForce, ForceMode.Impulse);
playerAnimator.SetTrigger("Fly_trig");
playerAnimator.SetBool("Grounded", false);
}
private void NewRotation()
{
rb = transform.GetComponent<Rigidbody>();
Vector3 mouseRotationY = new Vector3(0f, Input.GetAxisRaw("Mouse X"), 0f);
Quaternion rightDirection = Quaternion.Euler(0f, mouseRotationY.y * (turnSpeed * Time.deltaTime), 0f).normalized;
Quaternion newRotation = Quaternion.Slerp(rb.rotation, rb.rotation * rightDirection, Time.deltaTime * 1000f);
rb.MoveRotation(newRotation);
//Move Side to Side
Vector3 sideToSide = transform.right * Input.GetAxisRaw("Horizontal");
rb.MovePosition(rb.position + sideToSide * (speed * Time.deltaTime));
}
private void RunWalkStand()
{
direction = new Vector3(0f, 0f, Input.GetAxisRaw("Vertical")).normalized;
Vector3 forwardDirection = transform.forward * direction.z;
bool isRunning = direction.magnitude > 0.1f;
//Walking
if (isRunning && !Input.GetKey(KeyCode.LeftShift))
{
rb.MovePosition(rb.position + forwardDirection * (speed * Time.deltaTime));
playerAnimator.SetFloat("Speed_f", 0.5f);
}
//Running
else if(isRunning && Input.GetKey(KeyCode.LeftShift))
{
rb.MovePosition(rb.position + forwardDirection * (speed * runSpeed * Time.deltaTime));
playerAnimator.SetFloat("Speed_f", 1f);
}
//Standing
else if(isRunning == false)
{
playerAnimator.SetFloat("Speed_f", 0f);
}
}
}
`
I "Mostly" solved this issue, and it's an unexpected solution. The drift was solved by freezing rotation on the player in the inspector (Still don't know what was causing the player to spin though) However this caused extra jitter. I found two issues.