Getting Model to Rotate during movement.

hello all!

Im currently working a small 3d Platformer and i’m having the issue of having my model only move in 4 directions. up down left and right. i cant seem to get the model to rotate based on the inputs i place in on my controller.

Here is the basic code for movement i wrote.

using UnityEngine;
using System.Collections;


public class UnityChan : MonoBehaviour

{
	private Vector3 movementVector;
	private CharacterController characterController;
	private float movementSpeed = 8;
	private float jumpPower = 15;
	private float gravity = 40;


	void Start ()
	{
		characterController = GetComponent<CharacterController> ();
	}

	void Update()
	{
		movementVector.x = Input.GetAxis("LeftJoystickX") * movementSpeed;

		movementVector.z = Input.GetAxis ("LeftJoystickY") * movementSpeed;

		if (characterController.isGrounded) 
		{
			movementVector.y = 0;

			if(Input.GetButtonDown("A"))
			{
				movementVector.y = jumpPower;
			}
		}

		movementVector.y -= gravity * Time.deltaTime;

		characterController.Move (movementVector * Time.deltaTime);
	}

}

any extra help would be highly appreciatged.

This is some basic vector and quaternion maths.

Basically you want to use your movementVector to get the direction you are moving and face that way. Here is a step by step guide:

using UnityEngine;

public class UnityChan : MonoBehaviour
{
	private Vector3 movementVector;
	private CharacterController characterController;
	private float movementSpeed = 8;
	private float jumpPower = 15;
	private float gravity = 40;
	public float lookSpeed = 100.0f;
	
	void Start ()
	{
		characterController = GetComponent<CharacterController> ();
	}

	void FaceInput ()
	{
		// First we transform the movement vector, the drawline debug shows what we are
        // doing below.
		Vector3 transformedMovementVector = new Vector3 (movementVector.x, 0, movementVector.z) + transform.position;

		// Note: This line is just making sure that we don't look up or down, set this to whatever value is straight
		// if this doesn't work.
		transformedMovementVector.y = transform.position.y;

		Debug.DrawLine (this.transform.position, transformedMovementVector, Color.red);

		// Get the direction to the transformed vector.
		Vector3 relativePosition = transformedMovementVector - transform.position;

		// Make sure we actually need to turn (Otherwise we'll auto correct to facing global fowards.
		if(relativePosition.magnitude > 0)
		{
			// Get the quaternion value of our rotation
			Quaternion rotation = Quaternion.LookRotation (relativePosition);

			// Set the rotation 
			// transform.rotation = rotation;

			// Use the above if you don't want to have a turn/look speed.
			transform.rotation = Quaternion.RotateTowards (transform.rotation, rotation, lookSpeed * Time.deltaTime);
		}
	}
	
	void Update()
	{
		movementVector.x = Input.GetAxis("Horizontal") * movementSpeed;
		
		movementVector.z = Input.GetAxis ("Vertical") * movementSpeed;
		
		if (characterController.isGrounded) 
		{
			movementVector.y = 0;
			
			if(Input.GetButtonDown("Jump"))
			{
				movementVector.y = jumpPower;
			}
		}
		
		movementVector.y -= gravity * Time.deltaTime;
		characterController.Move (movementVector * Time.deltaTime);
		FaceInput ();

	}

}

I recommend getting familiar with Vector and Quaternion maths. See this link for some awesome explanations (It’s in 2D but the concepts work through 3D).