RotateSpeed









How do I use Rotate Speed
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PickupController.cs Copy
308     void UpdateSmoothedMovementDirection()
309     {
310         Transform cameraTransform = Camera.main.transform;
311         bool grounded = IsGrounded();
312
313         // Forward vector relative to the camera along the x-z plane
314         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
315         forward.y = 0;
316         forward = forward.normalized;
317
318         // Right vector relative to the camera
319         // Always orthogonal to the forward vector
320         Vector3 right = new Vector3(forward.z, 0, -forward.x);
321
322         float v = Input.GetAxisRaw("Vertical");
323         float h = Input.GetAxisRaw("Horizontal");
324
325         // Are we moving backwards or looking backwards
326         if (v < -0.2f)
327             movingBack = true;
328         else
329             movingBack = false;
330
331         bool wasMoving = isMoving;
332         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
333
334         // Target direction relative to the camera
335         Vector3 targetDirection = h * right + v * forward;
336         // Debug.Log("targetDirection " + targetDirection);
337
338         // Grounded controls
339         if (grounded)
340         {
341             // Lock camera for short period when transitioning moving & standing still
342             lockCameraTimer += Time.deltaTime;
343             if (isMoving != wasMoving)
344                 lockCameraTimer = 0.0f;
345
346             // We store speed and direction seperately,
347             // so that when the character stands still we still have a valid forward direction
348             // moveDirection is always normalized, and we only update it if there is user input.
349             if (targetDirection != Vector3.zero)
350             {
351                 // If we are really slow, just snap to the target direction
352                 if (moveSpeed < walkSpeed * 0.9f && grounded)
353                 {
354                     moveDirection = targetDirection.normalized;
355                 }
356                 // Otherwise smoothly turn towards it
357                 else
358                 {
359                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
360
361                     moveDirection = moveDirection.normalized;
362                 }
363             }
364
365             // Smooth the speed based on the current target direction
366             float curSmooth = speedSmoothing * Time.deltaTime;
367
368             // Choose target speed
369             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
370             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
371
372             _characterState = PickupCharacterState.Idle;
373
374             // Pick speed modifier
375             if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
376             {
377                 targetSpeed *= runSpeed;
378                 _characterState = PickupCharacterState.Running;
379             }
380             else if (Time.time - trotAfterSeconds > walkTimeStart)
381             {
382                 targetSpeed *= trotSpeed;
383                 _characterState = PickupCharacterState.Trotting;
384             }
385             else if (isMoving)
386             {
387                 targetSpeed *= walkSpeed;
388                 _characterState = PickupCharacterState.Walking;
389             }
390
391             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
392
393             // Reset walk time start when we slow down
394             if (moveSpeed < walkSpeed * 0.3f)
395                 walkTimeStart = Time.time;
396         }
397         // In air controls
398         else
399         {
400             // Lock camera while in air
401             if (jumping)
402                 lockCameraTimer = 0.0f;
403
404             if (isMoving)
405                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
406         }
407     }
File name: RPGMovement.cs Copy
135     void UpdateRotateMovement()
136     {
137         if( Input.GetKey( KeyCode.A ) == true )
138         {
139             m_CurrentTurnSpeed = -RotateSpeed;
140             transform.Rotate( 0, -RotateSpeed * Time.deltaTime, 0 );
141         }
142
143         if( Input.GetKey( KeyCode.D ) == true )
144         {
145             m_CurrentTurnSpeed = RotateSpeed;
146             transform.Rotate( 0, RotateSpeed * Time.deltaTime, 0 );
147         }
148     }
File name: ThirdPersonController.cs Copy
131     void UpdateSmoothedMovementDirection()
132     {
133         Transform cameraTransform = Camera.main.transform;
134         bool grounded = IsGrounded();
135
136         // Forward vector relative to the camera along the x-z plane
137         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
138         forward.y = 0;
139         forward = forward.normalized;
140
141         // Right vector relative to the camera
142         // Always orthogonal to the forward vector
143         Vector3 right = new Vector3(forward.z, 0, -forward.x);
144
145         float v = Input.GetAxisRaw("Vertical");
146         float h = Input.GetAxisRaw("Horizontal");
147
148         // Are we moving backwards or looking backwards
149         if (v < -0.2f)
150             movingBack = true;
151         else
152             movingBack = false;
153
154         bool wasMoving = isMoving;
155         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
156
157         // Target direction relative to the camera
158         Vector3 targetDirection = h * right + v * forward;
159
160         // Grounded controls
161         if (grounded)
162         {
163             // Lock camera for short period when transitioning moving & standing still
164             lockCameraTimer += Time.deltaTime;
165             if (isMoving != wasMoving)
166                 lockCameraTimer = 0.0f;
167
168             // We store speed and direction seperately,
169             // so that when the character stands still we still have a valid forward direction
170             // moveDirection is always normalized, and we only update it if there is user input.
171             if (targetDirection != Vector3.zero)
172             {
173                 // If we are really slow, just snap to the target direction
174                 if (moveSpeed < walkSpeed * 0.9f && grounded)
175                 {
176                     moveDirection = targetDirection.normalized;
177                 }
178                 // Otherwise smoothly turn towards it
179                 else
180                 {
181                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
182
183                     moveDirection = moveDirection.normalized;
184                 }
185             }
186
187             // Smooth the speed based on the current target direction
188             float curSmooth = speedSmoothing * Time.deltaTime;
189
190             // Choose target speed
191             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
192             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
193
194             _characterState = CharacterState.Idle;
195
196             // Pick speed modifier
197             if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift))
198             {
199                 targetSpeed *= runSpeed;
200                 _characterState = CharacterState.Running;
201             }
202             else if (Time.time - trotAfterSeconds > walkTimeStart)
203             {
204                 targetSpeed *= trotSpeed;
205                 _characterState = CharacterState.Trotting;
206             }
207             else
208             {
209                 targetSpeed *= walkSpeed;
210                 _characterState = CharacterState.Walking;
211             }
212
213             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
214
215             // Reset walk time start when we slow down
216             if (moveSpeed < walkSpeed * 0.3f)
217                 walkTimeStart = Time.time;
218         }
219         // In air controls
220         else
221         {
222             // Lock camera while in air
223             if (jumping)
224                 lockCameraTimer = 0.0f;
225
226             if (isMoving)
227                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
228         }
229
230
231
232     }

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