I’ve got a character with which I’m using a CharacterController. My experience has been that the CC should rotate when the object it is attached to rotates, but mine doesn’t seem to be doing this. Instead, it maintains its offset and rotation relative to the character’s location, but does not turn with the character. I can’t figure out what I’m doing wrong, because as far as I know it should be as simple as having the character object with a CC component. However, I can watch the rotation on the character object change while the CC capsule stays in the same place. Changing the offset doesn’t fix the behaviour. I didn’t think it was possible for rotation not to propagate to components of a GameObject. Any idea what I might be doing wrong?
Hey there
It could be helpful in this case to post a picture of your hieracy? I’m wondering if you’ve got scripts on the wrong GO.?
A pic may help us all figure it out.
AC
It’s definitely on the right GO. I don’t understand why the CC isn’t rotating at all when the GO it is attached to is rotating. That simply shouldn’t be possible, right?
Ok
So the component that causes rotation is a mouselook, right?(or similar). Is the mouselook script on your model when it should be on your CC? if its on the CC already, then this is getting tricky, and the best way to look at it may be isolating the GO in a scene, and exporting a package with the GO in question and its dependencies, so we can see for ourselves?
Then upload it here(you may have to zip/archive it first)
AC