Welcome to the Treehouse Community
Want to collaborate on code errors? Have bugs you need feedback on? Looking for an extra set of eyes on your latest project? Get support with fellow developers, designers, and programmers of all backgrounds and skill levels here with the Treehouse Community! While you're at it, check out some resources Treehouse students have shared here.
Looking to learn something new?
Treehouse offers a seven day free trial for new students. Get access to thousands of hours of content and join thousands of Treehouse students and alumni in the community today.
Start your free trialDylan Teixeira
4,284 PointsFrog won't turn
Why won't the frog turn? Only moves forward.
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerMovement : MonoBehaviour {
private Animator playerAnimator;
private float moveHorizantal;
private float moveVertical;
private Vector3 movement;
private float turningspeed = 20f;
private Rigidbody playerRigidbody;
private float turningSpeed;
// Use this for initialization
void Start () {
// Gather Components from the Player GameObject
playerAnimator = GetComponent<Animator> ();
playerRigidbody = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
// Gather Input from the Keyboard
moveHorizantal = Input.GetAxisRaw ("Horizontal");
moveVertical = Input.GetAxisRaw ("Vertical");
movement = new Vector3 (moveHorizantal, 0.0f, moveVertical);
}
void FixedUpdate () {
// If the Player's Movement Vector does not Equal Zero...
if (movement != Vector3.zero) {
// ...then create a target rotation based on the movement vector...
Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);
//...and create another rotation that moves from the current rotation to the target rotation...
Quaternion newRotation = Quaternion.Lerp (playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);
//...and change the players rotation to the new incremental rotation
playerRigidbody.MoveRotation(newRotation);
//...then play the jump animation
playerAnimator.SetFloat ("Speed", 3f);
} else {
// otherwise dont play the jump animation
playerAnimator.SetFloat ("Speed", 0f);
}
}
}
1 Answer
Evan Demaris
64,262 PointsHi Dylan,
You've assigned turningspeed
as 20f
, then initialized turningSpeed
without assigning a value to it. turningSpeed
is used in your Lerp in FixedUpdate
, so you'd either want to use turningspeed
instead or assign a value to turningSpeed
.
Hope that helps!
Dylan Teixeira
4,284 PointsDylan Teixeira
4,284 PointsThanks so much I fixed it! All i had to do was go to turningspeed in my lurp and make the S lowercase.