How do I rotate the player with Character Controller with Cinemachine camera?

Hello there!
I am currently working on a Character Controller script. My goal is to be able to control player in first-person movement, with Cinemachine virtual camera as the camera.

While my movement script fully works with no issues when you look at the character from a top-down camera, i am having issues with rotating the player together with the rotation of the camera.

My Cinemachine cam setup:

Virtual cam’s Follow is set to an Empty child of Player that is called vcamPosition.
Body: Hard Lock To Target.
Aim: POV
I am using old input system.

Code (Character Controller):

  1. I declare the camera with this:

private Cinemachine.CinemachineVirtualCameraBase camObject;

  1. I assign it to an object from the hierarchy like this:

`camObject = GameObject.Find("PlayerCam").GetComponent<Cinemachine.CinemachineVirtualCameraBase>();`
  1. then in update() function, I call move() function with the following contents :
     rotationInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        direction = new Vector3(rotationInput.x, 0.0f, rotationInput.y);

        Vector3 camVector = new Vector3(camObject.State.FinalOrientation.x, camObject.State.FinalOrientation.y, camObject.State.FinalOrientation.z);
        Debug.Log(camVector);

        if (camVector != Vector3.zero)
        {
           // change the transform somehow????
        }

        controller.Move(direction * playerSpeed * Time.deltaTime);

        yVelocity.y += gravity * Time.deltaTime;
        controller.Move(yVelocity * Time.deltaTime);
        if (Input.GetKeyDown(KeyCode.Space) && controller.isGrounded)
        {
            yVelocity.y = Mathf.Sqrt(playerJump * -2f * gravity);
        }

I am sure that i need to put something that changes the transform in the if-statement block, but nothing I try works. Could i please get some help with that?

Sorry for the delayed response, my notifications were not set up correctly.

Usually it’s a better idea to have the controller directly rotate the 1st-person player. Then, instead of the POV in Cinemachine, just hard-lock both position and rotation. That way you’re always assured of an exact correspondence.