I have a character that has a constant speed, and I want to be able to change its direction with swipe gestures, The exact same mechanism implemented here.

I managed to do that for movement only, without taking into account the rotation, but I want to create this mechanism in such way that the rigidbody will have constant force in the transform.forward direction, and the Y rotation will change according to the swipe gestures, so the character will always move forward in local space, but will face towards different direction according to the assigned rotation.

I couldn't find a proper way of finding the desired rotation by the swipe direction.

How can I achieve this logic?

  • \$\begingroup\$ Maybe, you could try making a variable and adding the change in touch to it. Then you can take the x of the Vector2 and rotating the player based on that. A more detailed explanation will be provided if you request it. \$\endgroup\$ – ken May 10 at 22:42
  • \$\begingroup\$ I actually did something similar but I need the character to be rotated by both x and y Touch.deltaPosition. That's make it harder to implement, unless I'm missing something \$\endgroup\$ – omer simchoni May 11 at 7:58

I found a solution using Quaternion.LookRotation() - I used it to translate the swipe gesture to a Vector3 that is representing the direction. I used this code inside the Update() method to retrieve the user's input:

            if (Input.touchCount > 0)
                currDirectionX = Input.touches[0].deltaPosition.x;
                currDirectionZ = Input.touches[0].deltaPosition.y;
            moveDirection = new Vector3(currDirectionX, 0f, currDirectionZ).normalized;

and this code inside the FixedUpdate() method to rotate towards the desired rotation, while constantly moving forward in local space:

    Quaternion targetRot = Quaternion.LookRotation(moveDirection);
    this.transform.rotation = Quaternion.RotateTowards(this.transform.rotation, targetRot, 8f);
    rb.AddForce((speed * transform.forward) - rb.velocity, ForceMode.VelocityChange);

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