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Character orientation snaps upon entering new camera

Hello All,

So ive been working on a game project for a few months with my wife and we are wanting the character to control almost identically to how the characters control in the Resident Evil HD remakes. This is to say that the character moves forward in what ever direction the player pushes and holds that direction upon entering a new camera trigger. we have gotten that far and the character can keep their orientation when moving through multiple camera triggers. Our problem now is that when the player releases the movement button the model snaps to the new cameras orientation. meaning the character will show their back to the camera. We dont want this. We basically want it so that the characters mesh doesn't reorient upon button release but that the characters direction for the controls does. 

Any help in this regard would be appreciated.





Comments

  • Welcome to the community, @crash426mnb.

    This may be an issue with the way your Unity inputs are set up.  Are you using a keyboard or a controller to control your character?

    AC doesn't change the direction your character moves in, but it will have the character face in whatever direction the input was last pushed in.  This means that if the input is very sensitive, releasing the input may cause the read direction to appear different.  It's hard to explain, but if it is the same issue, then it's more of a quirk with Unity.  You may have some success by changing the Sensitivity and Gravity settings in your Input Manager.
  • Thanks for getting back to me Chris. We are currently play testing with both a keyboard and a controller with controller being our preferred input method. With your advice we have gotten the controller input working pretty well and the keyboard input is more up in the air. Regardless we can move forward for the time being. Thanks again!
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