3rd person char controller. (rotate on the spot)

I need a very simple Character Controller, si I thought Id go for the built in Unity, from Standard assets.
But I have ONE small issue.

When the character is standing still, and you hit A or D, the rotation is 45 degrees. This is too much and the scene really jumps. If walking its fine. I just need a small change but am no coder, can someone help me with this? I just want a simple rotation of the character when still. Of course it would be nice to hook this up to a “shuffle” animation, but one thing at a time eh?

I spotted this bit, that might be something to change? But I dont really know, I tried removing…

     moveDirection = targetDirection.normalized;

and it sort of worked, but badly…

 if (targetDirection != Vector3.zero)
            {
                // If we are really slow, just snap to the target direction
				
                if (moveSpeed < walkSpeed * 0.9f && grounded)
                {
                    moveDirection = targetDirection.normalized;
                }
                
                // Otherwise smoothly turn towards it
                else
                {
                    moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

                    moveDirection = moveDirection.normalized;
                }
            }

Heres the whole script.

ThirdPersonController.cs

using UnityEngine;
using System.Collections;

public enum CharacterState
{
    Idle = 0,
    Walking = 1,
    Trotting = 2,
    Running = 3,
    Jumping = 4,
}

public class ThirdPersonController : MonoBehaviour
{

    public AnimationClip idleAnimation;
    public AnimationClip walkAnimation;
    public AnimationClip runAnimation;
    public AnimationClip jumpPoseAnimation;

    public float walkMaxAnimationSpeed = 0.75f;
    public float trotMaxAnimationSpeed = 1.0f;
    public float runMaxAnimationSpeed = 1.0f;
    public float jumpAnimationSpeed = 1.15f;
    public float landAnimationSpeed = 1.0f;

    private Animation _animation;

  

    public CharacterState _characterState;

    // The speed when walking
    public float walkSpeed = 2.0f;
    // after trotAfterSeconds of walking we trot with trotSpeed
    public float trotSpeed = 4.0f;
    // when pressing "Fire3" button (cmd) we start running
    public float runSpeed = 6.0f;

    public float inAirControlAcceleration = 3.0f;

    // How high do we jump when pressing jump and letting go immediately
    public float jumpHeight = 0.5f;

    // The gravity for the character
    public float gravity = 20.0f;
    // The gravity in controlled descent mode
    public float speedSmoothing = 10.0f;
    public float rotateSpeed = 500.0f;
    public float trotAfterSeconds = 3.0f;

    public bool canJump = false;

    private float jumpRepeatTime = 0.05f;
    private float jumpTimeout = 0.15f;
    private float groundedTimeout = 0.25f;

    // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
    private float lockCameraTimer = 0.0f;

    // The current move direction in x-z
    private Vector3 moveDirection = Vector3.zero;
    // The current vertical speed
    private float verticalSpeed = 0.0f;
    // The current x-z move speed
    private float moveSpeed = 0.0f;

    // The last collision flags returned from controller.Move
    private CollisionFlags collisionFlags;

    // Are we jumping? (Initiated with jump button and not grounded yet)
    private bool jumping = false;
    private bool jumpingReachedApex = false;

    // Are we moving backwards (This locks the camera to not do a 180 degree spin)
    private bool movingBack = false;
    // Is the user pressing any keys?
    private bool isMoving = false;
    // When did the user start walking (Used for going into trot after a while)
    private float walkTimeStart = 0.0f;
    // Last time the jump button was clicked down
    private float lastJumpButtonTime = -10.0f;
    // Last time we performed a jump
    private float lastJumpTime = -1.0f;
    // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
    //private float lastJumpStartHeight = 0.0f;
    private Vector3 inAirVelocity = Vector3.zero;

    private float lastGroundedTime = 0.0f;
    public bool isControllable = true;

    void Awake()
    {
        moveDirection = transform.TransformDirection(Vector3.forward);

        _animation = GetComponent<Animation>();
        if (!_animation)
            Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");

        /*
    public AnimationClip idleAnimation;
    public AnimationClip walkAnimation;
    public AnimationClip runAnimation;
    public AnimationClip jumpPoseAnimation;	
        */
        if (!idleAnimation)
        {
            _animation = null;
            Debug.Log("No idle animation found. Turning off animations.");
        }
        if (!walkAnimation)
        {
            _animation = null;
            Debug.Log("No walk animation found. Turning off animations.");
        }
        if (!runAnimation)
        {
            _animation = null;
            Debug.Log("No run animation found. Turning off animations.");
        }
        if (!jumpPoseAnimation && canJump)
        {
            _animation = null;
            Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
        }

    }

    private Vector3 lastPos;

    void UpdateSmoothedMovementDirection()
    {
        Transform cameraTransform = Camera.main.transform;
        bool grounded = IsGrounded();

        // Forward vector relative to the camera along the x-z plane	
        Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
        forward.y = 0;
        forward = forward.normalized;

        // Right vector relative to the camera
        // Always orthogonal to the forward vector
        Vector3 right = new Vector3(forward.z, 0, -forward.x);

        float v = Input.GetAxisRaw("Vertical");
        float h = Input.GetAxisRaw("Horizontal");

        // Are we moving backwards or looking backwards
        if (v < -0.2f)
            movingBack = true;
        else
            movingBack = false;

        bool wasMoving = isMoving;
        isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;

        // Target direction relative to the camera
        Vector3 targetDirection = h * right + v * forward;

        // Grounded controls
        if (grounded)
        {
            // Lock camera for short period when transitioning moving & standing still
            lockCameraTimer += Time.deltaTime;
            if (isMoving != wasMoving)
                lockCameraTimer = 0.0f;

            // We store speed and direction seperately,
            // so that when the character stands still we still have a valid forward direction
            // moveDirection is always normalized, and we only update it if there is user input.
            if (targetDirection != Vector3.zero)
            {
                // If we are really slow, just snap to the target direction
				
                if (moveSpeed < walkSpeed * 0.9f && grounded)
                {
                    moveDirection = targetDirection.normalized;
                }
                
                // Otherwise smoothly turn towards it
                else
                {
                    moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

                    moveDirection = moveDirection.normalized;
                }
            }

            // Smooth the speed based on the current target direction
            float curSmooth = speedSmoothing * Time.deltaTime;

            // Choose target speed
            //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
            float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);

            _characterState = CharacterState.Idle;

            // Pick speed modifier
            if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift))
            {
                targetSpeed *= runSpeed;
                _characterState = CharacterState.Running;
            }
            else if (Time.time - trotAfterSeconds > walkTimeStart)
            {
                targetSpeed *= trotSpeed;
                _characterState = CharacterState.Trotting;
            }
            else
            {
                targetSpeed *= walkSpeed;
                _characterState = CharacterState.Walking;
            }

            moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

            // Reset walk time start when we slow down
            if (moveSpeed < walkSpeed * 0.3f)
                walkTimeStart = Time.time;
        }
        // In air controls
        else
        {
            // Lock camera while in air
            if (jumping)
                lockCameraTimer = 0.0f;

            if (isMoving)
                inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
        }



    }
    void ApplyJumping()
    {
        // Prevent jumping too fast after each other
        if (lastJumpTime + jumpRepeatTime > Time.time)
            return;

        if (IsGrounded())
        {
            // Jump
            // - Only when pressing the button down
            // - With a timeout so you can press the button slightly before landing		
            if (canJump && Time.time < lastJumpButtonTime + jumpTimeout)
            {
                verticalSpeed = CalculateJumpVerticalSpeed(jumpHeight);
                SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
            }
        }
    }
    void ApplyGravity()
    {
        if (isControllable)	// don't move player at all if not controllable.
        {
            // Apply gravity
            //bool jumpButton = Input.GetButton("Jump");
            
            // When we reach the apex of the jump we send out a message
            if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0f)
            {
                jumpingReachedApex = true;
                SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
            }

            if (IsGrounded())
                verticalSpeed = 0.0f;
            else
                verticalSpeed -= gravity * Time.deltaTime;
        }
    }

    float CalculateJumpVerticalSpeed(float targetJumpHeight)
    {
        // From the jump height and gravity we deduce the upwards speed 
        // for the character to reach at the apex.
        return Mathf.Sqrt(2 * targetJumpHeight * gravity);
    }

    void DidJump()
    {
        jumping = true;
        jumpingReachedApex = false;
        lastJumpTime = Time.time;
        //lastJumpStartHeight = transform.position.y;
        lastJumpButtonTime = -10;

        _characterState = CharacterState.Jumping;
    }

    Vector3 velocity = Vector3.zero;

    void Update()
    {        
        if (isControllable)
        {
            if (Input.GetButtonDown("Jump"))
            {
                lastJumpButtonTime = Time.time;
            }

            UpdateSmoothedMovementDirection();

            // Apply gravity
            // - extra power jump modifies gravity
            // - controlledDescent mode modifies gravity
            ApplyGravity();

            // Apply jumping logic
            ApplyJumping();


            // Calculate actual motion
            Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
            movement *= Time.deltaTime;

            // Move the controller
            CharacterController controller = GetComponent<CharacterController>();
            collisionFlags = controller.Move(movement);
        }
        velocity = (transform.position - lastPos)*25;

        // ANIMATION sector
        if (_animation)
        {
            if (_characterState == CharacterState.Jumping)
            {
                if (!jumpingReachedApex)
                {
                    _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
                    _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                    _animation.CrossFade(jumpPoseAnimation.name);
                }
                else
                {
                    _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
                    _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                    _animation.CrossFade(jumpPoseAnimation.name);
                }
            }
            else
            {
                if (velocity.sqrMagnitude < 0.001f)
                {
                    _animation.CrossFade(idleAnimation.name);
                }
                else
                {
                    if (_characterState == CharacterState.Running)
                    {
                        _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
                        _animation.CrossFade(runAnimation.name);
                    }
                    else if (_characterState == CharacterState.Trotting)
                    {
                        _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
                        _animation.CrossFade(walkAnimation.name);
                    }
                    else if (_characterState == CharacterState.Walking)
                    {
                        _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
                        _animation.CrossFade(walkAnimation.name);
                    }

                }
            }
        }
        // ANIMATION sector

        // Set rotation to the move direction
        if (IsGrounded())
        {

            transform.rotation = Quaternion.LookRotation(moveDirection);

        }
        else
        {
            Vector3 xzMove = velocity;
            xzMove.y = 0;
            if (xzMove.sqrMagnitude > 0.001f)
            {
                transform.rotation = Quaternion.LookRotation(xzMove);
            }
        }

        // We are in jump mode but just became grounded
        if (IsGrounded())
        {
            lastGroundedTime = Time.time;
            inAirVelocity = Vector3.zero;
            if (jumping)
            {
                jumping = false;
                SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
            }
        }

        lastPos = transform.position;
    }

    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        //	Debug.DrawRay(hit.point, hit.normal);
        if (hit.moveDirection.y > 0.01f)
            return;
    }

    public float GetSpeed()
    {
        return moveSpeed;
    }

    public bool IsJumping()
    {
        return jumping;
    }

    public bool IsGrounded()
    {
        return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
    }

    public Vector3 GetDirection()
    {
        return moveDirection;
    }

    public bool IsMovingBackwards()
    {
        return movingBack;
    }

    public float GetLockCameraTimer()
    {
        return lockCameraTimer;
    }

    public bool IsMoving()
    {
        return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
    }

    public bool HasJumpReachedApex()
    {
        return jumpingReachedApex;
    }

    public bool IsGroundedWithTimeout()
    {
        return lastGroundedTime + groundedTimeout > Time.time;
    }

    public void Reset()
    {
        gameObject.tag = "Player";
    }


}

2 Answers

2

I also want to achieve the same thing. After a few hours of tinkering, I got it to work.

So, in UpdateSmoothedMovementDirection(), I modified and added the following code:

    var v = Input.GetAxis("Vertical");
    var h = Input.GetAxis("Horizontal");
	
    moveDirection = Vector3(h, 0, v);

I also commented out the following block of code:

		if (targetDirection != Vector3.zero)
		{
			// If we are really slow, just snap to the target direction
			if (moveSpeed < walkSpeed * 0.9 && grounded)
			{
				moveDirection = targetDirection.normalized;
			}
			// Otherwise smoothly turn towards it
			else
			{
				moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
				
				moveDirection = moveDirection.normalized;
			}
		}

In Update(), I changed the following line:

var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;

to

var movement = transform.TransformDirection(moveDirection) * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;

Rotation is achieved with the following line:

controller.transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0)

Of course, you have to define sensitivityX and set a value. As a default, I set it to 15.0. You can either call Rotate first and then Move or Move first and then Rotate, but the “walking” will not be as “smooth” as the former sequence of calls.

Lastly, I commented out the following block of code:

	if (IsGrounded())
	{
		
		transform.rotation = Quaternion.LookRotation(moveDirection);
			
	}	
	else
	{
		var xzMove = movement;
		xzMove.y = 0;
		if (xzMove.sqrMagnitude > 0.001)
		{
			transform.rotation = Quaternion.LookRotation(xzMove);
		}
	}

Since I already applied my own rotation.

I hope this helps! If someone else comes across the “shuffling” solution, please post. But for now, it’s using the idle animation.

WOW, Thats awesome, WAY COOL in fact! I cant wait to get home to try it out. I ended up building my own controller completely in PlayMaker, but not without new issues... If this works its gonna be much simpler... Thanks MArk PS: I dont suppose you would want to post your complete code. Im sure Ill get something wrong!! :)

I’ve been working for 2 days trying to figure out why I couldn’t rotate in small increments when my main character was standing still. Using the “a” and “d” keys always seemed to overshoot my target rotation by a long-shot. This code finally helped me solve my over-rotation problem, so thank you!

The answer for me was to use the transform.Rotate(0, Input.GetAxis(“Horizontal”) * 5, 0) code.