I have tried many different options with Quaternions and what not, but all I want is for my cube to face the way it is sliding. It can’t be this hard…
This is the move function I have in place:
private void FixedUpdate ()
{
// Adjust the rigidbodies position and orientation in FixedUpdate.
Move ();
}
private void Move()
{
// Move the character with vectors
Vector3 movement = transform.forward * cube_VerticalMovement * cube_Speed *Time.deltaTime;
Vector3 movement2 = transform.right * cube_HorizontalMovement * cube_Speed *Time.deltaTime;
Vector3 MoveVector = movement + movement2;
cube_Rigidbody.MovePosition (cube_Rigidbody.position + MoveVector);
// Turn the character in the direction of movement
}