var rotateSpeed = 3.0;
var bullitPrefab:Transform:
function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
}
@script RequireComponent(CharacterController)
This doesn’t work for me when dealing with rotation compared to…
var speed = 3.0;
var rotateSpeed = 3.0;
function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
var forward = transform.TransformDirection(Vector3.forward);
var curSpeed = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);
}
@script RequireComponent(CharacterController)
Thats when rotation works but the object moves so how do I script roation right as well as aiming. BTW smooth follow script is applied as well.
Plus what do I need to script in order to shoot something as well as ad basic physics to a bottle falling or breaking reacting to the shot?