Need Help with Player Orientation

Hello! I am right now making my first mobile game and need some help. I am using bits and pieces from a Unity Tutorial and need help with player orientation. Currently the original code has it set so the player makes them face the cursor. Can you someone help me change this code so they face the way the move. So if the character moves left he faces left. Here’s the code:

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

public class PlayerMovement : MonoBehaviour
{
    public float speed = 6f;            // The speed that the player will move at.
   
    Vector3 movement;                   // The vector to store the direction of the player's movement.
    Animator anim;                      // Reference to the animator component.
    Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
    int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
    float camRayLength = 100f;          // The length of the ray from the camera into the scene.
   
    void Awake ()
    {
        // Create a layer mask for the floor layer.
        floorMask = LayerMask.GetMask ("Floor");
       
        // Set up references.
        anim = GetComponent <Animator> ();
        playerRigidbody = GetComponent <Rigidbody> ();
    }
   
   
    void FixedUpdate ()
    {
        // Store the input axes.
        float h = CrossPlatformInputManager.GetAxis("Horizontal");
        float v = CrossPlatformInputManager.GetAxis("Vertical");
       
        // Move the player around the scene.
        Move (h, v);
       
        // Turn the player to face the mouse cursor.
        Turning ();
       
        // Animate the player.
        Animating (h, v);
    }
   
    void Move (float h, float v)
    {
        // Set the movement vector based on the axis input.
        movement.Set (h, 0f, v);
       
        // Normalise the movement vector and make it proportional to the speed per second.
        movement = movement.normalized * speed * Time.deltaTime;
       
        // Move the player to it's current position plus the movement.
        playerRigidbody.MovePosition (transform.position + movement);
    }
   
    void Turning ()
    {
        // Create a ray from the mouse cursor on screen in the direction of the camera.
        Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
       
        // Create a RaycastHit variable to store information about what was hit by the ray.
        RaycastHit floorHit;
       
        // Perform the raycast and if it hits something on the floor layer...
        if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
        {
            // Create a vector from the player to the point on the floor the raycast from the mouse hit.
            Vector3 playerToMouse = floorHit.point - transform.position;
           
            // Ensure the vector is entirely along the floor plane.
            playerToMouse.y = 0f;
           
            // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
            Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
           
            // Set the player's rotation to this new rotation.
            playerRigidbody.MoveRotation (newRotation);
        }
    }
   
    void Animating (float h, float v)
    {
        // Create a boolean that is true if either of the input axes is non-zero.
        bool walking = h != 0f || v != 0f;
       
        // Tell the animator whether or not the player is walking.
        anim.SetBool ("IsWalking", walking);
    }
}

Thanks, Matt

Bump. This seems like it would be a simple fix.

Quaternion newRotation =Quaternion.LookRotation(playerToMouse); change this to Quaternion newRotation =Quaternion.LookRotation(movement);

You can then remove some of the code and move some around but i will leave that to you

Thanks, I appreciate you for just giving me the line of code instead of the whole text. Allows me to learn :slight_smile: