How do you rotate the first person controller from the standard assets?

I’ve been trying to make a game with a portal-like mechanic where you can teleport from one place to another. I’m successful in changing the player’s position, but i can’t get the player to face the right direction.
I’ve tried all kinds of things but simple script such as:
gameobject.transform.rotation = new Vector3(0,0,0);
don’t seem to be working.

I believe the reason for this is that the Mouselook script used in the first person controller is somehow overriding the rotation. Does anyone know if this is true and how to get arround it?

Use transform.Rotate (0,0,10);

Transform.rotate won’t work. I believe it has something to do with the fact the camera and character is rotating locally and not globally. I’m sure there’s an easier answer than what I did here that is literally set the local rotation, but that’s not working for me.

    public void LookRotation(Transform character, Transform camera, params float[] rotations)
            {
                float xRot = 0f;
                float yRot = 0f;
                if (rotations.Length == 2) //global rotations sent in
                {
                    float globalXRot = rotations[0];
                    float globalYRot = rotations[1];
                    
                    //find what x and y rotations we need to get
                    float camX = camera.localRotation.eulerAngles.x; //0-90 down, 270-360 upper
                    if(camX >= 270)
                    {
                        camX = camX - 360; //should have range -90 to 90
                    }
                    float charY = character.localRotation.eulerAngles.y;
                    xRot = (globalXRot + camX);
                    yRot = globalYRot - charY;
                }else
                {
                    yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; //get input
                    xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
                }
...rest of the original script

I modified lookrotation to calculate the rotation needed to get to the x and y global rotations you give it. Then you can put a

public void RotateCharacter(float xRot, float yRot)
{
    m_MouseLook.LookRotation(transform, m_Camera.transform, xRot, yRot);
}

To control character rotation. I still recommend writing your own first person controller though. @tomschrauwen

After finding this 3 afternoons later, this worked perfect for me. A couple lines modified in the controller and wow. Stupid mouse look was hi-jacking my rotation no matter what.
thanks