Backwards Movement

Hi,
I downloaded the free Super Character Controller by Aedan Graves from the Asset store.

The Character can only can turn and face the camera when moving backwards.
I don’t want the character to face the camera when moving backwards, I want him looking straight ahead.

I contacted Aedan and he replied no it can’t do this at the moment, he will look into it in the future, but does not have the time to do it at the moment as he is very busy.

This is his reply.

Hello Mark,

Unfortunately, having the character walk backwards towards the camera while facing away from it isn’t a feature yet. At the moment, only an orbit camera mode is supported in third person, meaning the character’s rotation is totally independent from the camera. You’re welcome to take a look at the code, it’s pretty simple save for some vector math and you can find it what you’d need to change in the “UpdateCameraPosition_3rdPerson”, “RotateView”, and “MovePlayer” methods. I unfortunately don’t have the time this week to guide you through it myself as I’m very busy at work and don’t really have time to work on the controller at all until things slow down. I’m always working on new features and this has been on the list for a few weeks now, though I couldn’t tell you when I’ll have it finished.

Sorry for the inconvenience, Best,
Aedan Graves

I’ve attached the script, if anybody can help, it would be greatly appreciated!

Thanks!
Mark.

8188137–1067046–SUPERCharacterAIO.cs (129 KB)

http://plbm.com/?p=220

You may edit your post above.

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

You must find a way to get the information you need in order to reason about what the problem is.

For instance: “I believe line XXX is responsible for guiding the camera and I don’t want it to happen when I move backwards. What condition can I check for when I’m moving backwards and how can I disable that code.”

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

Also, keep in mind that camera control does not need to be in the character controller necessarily. Additionally…

Camera stuff is pretty tricky… you may wish to consider using Cinemachine from the Unity Package Manager.