I want my player to "face" the direction they're moving, or if not moving, face the last movement direction. There are two solutions I see most often, using rotation (usually Transform.LookAt
) or a "forward" vector, transform.forward
.
Is there a reason to use one or the other? What do I gain/lose by using one over the other?
For the time being I'm updating transform.forward
with a normalized vector of my character movement, unless it's 0,0. That doesn't work 100% so I have some logic left, but I want to understand why this isn't done using rotation.