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Question 3rd person character rotate to camera and rotate to terrain slope

Discussion in 'Scripting' started by Ruffian0305, Apr 27, 2023.

  1. Ruffian0305

    Ruffian0305

    Joined:
    Feb 23, 2015
    Posts:
    8
    Hello!
    I have been browsing the Unity answers for 3 days but have not gotten any results that are usable.
    I have a 3rd person character controller that will rotate the character to look in the direction the camera is facing (this works).
    I also have a "terrain stick" algorithm that rotates the character to match the angle that the terrain is at (this works).
    However, when I combine the two, it most certainly doesn't work. I was wondering if anyone might be able to toss an assist on this (it is driving me batty!)
    I am using a character controller with no rigidbody
    The movement script is applied to the "Player" object
    Hierarchy:
    https://imgur.com/ZERfCcw

    Any other help would be greatly appreciated! (entire post of pictures: https://imgur.com/a/4OiC9hr )

    Code (CSharp):
    1.  
    2. [Header("Rotation Type B")]
    3. public Transform backLeft;
    4. public Transform backRight;
    5. public Transform frontLeft;
    6. public Transform frontRight;
    7. public RaycastHit lr;
    8. public RaycastHit rr;
    9. public RaycastHit lf;
    10. public RaycastHit rf;
    11. public Vector3 upDir;
    12.  
    13.    
    14. void Update()
    15. {
    16.         //Movement - This all works with no issue
    17.         float h = Input.GetAxis("Horizontal");
    18.         float v = Input.GetAxis("Vertical");
    19.         float moveDelta = Mathf.Clamp01(Mathf.Abs(h) + Mathf.Abs(v));
    20.  
    21.         var moveInput = new Vector3(h, 0, v).normalized;
    22.         var moveDir = cameraController.PlanarRotation * moveInput; //Gives camera forward
    23.         GroundCheck();
    24.  
    25.         transform.position += moveDir * moveSpeed * Time.deltaTime;
    26.  
    27.         Vector3 velocity = moveDir * moveSpeed;
    28.         if(isGrounded) // Applying gravity, works fine
    29.         {
    30.             ySpeed = -0.5f;
    31.         }
    32.         else
    33.         {
    34.             ySpeed += Physics.gravity.y * Time.deltaTime;
    35.         }
    36.  
    37.         velocity.y = ySpeed;
    38.         charController.Move(velocity * Time.deltaTime);
    39.  
    40.         //Rotation - This is where things are getting fun
    41.  
    42.         // Calculate rotation to get character to look in camera forward
    43.         if (moveDelta > 0)
    44.         {
    45.             targetRotation = Quaternion.LookRotation(moveDir);
    46.         }
    47.  
    48.         //Vector3 down = transform.TransformDirection(Vector3.down);
    49.         Vector3 down = Vector3.down;
    50.  
    51.         //This gives the proper Y rotation to make the character look in the direction the camera is facing
    52.         facingRotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSmoothing * Time.deltaTime);
    53.         //This works in isolation
    54.         //transform.rotation = facingRotation;
    55.         // see: https://imgur.com/pkT4E2n , https://imgur.com/miMeqlo
    56.  
    57.         //More specific raycasting for better terrain sticking
    58.         Vector3 down = transform.TransformDirection(Vector3.down); //Have used Vector3.down as well
    59.         Physics.Raycast(backLeft.position, down, out lr, 10f, groundCheckLayerMask);
    60.         Physics.Raycast(backRight.position, down, out rr, 10f, groundCheckLayerMask);
    61.         Physics.Raycast(frontLeft.position, down, out lf, 10f, groundCheckLayerMask);
    62.         Physics.Raycast(frontRight.position, down, out rf, 10f, groundCheckLayerMask);
    63.         Debug.DrawRay(rr.point, Vector3.down, Color.green);
    64.         Debug.DrawRay(lr.point, Vector3.down, Color.green);
    65.         Debug.DrawRay(lf.point, Vector3.down, Color.green);
    66.         Debug.DrawRay(rf.point, Vector3.down, Color.green);
    67.  
    68.         Vector3 a = rr.point - lr.point;
    69.         Vector3 b = rf.point - rr.point;
    70.         Vector3 c = lf.point - rf.point;
    71.         Vector3 d = rr.point - lf.point;
    72.  
    73.         // Get the normal at each corner
    74.         Vector3 crossBA = Vector3.Cross(b, a);
    75.         Vector3 crossCB = Vector3.Cross(c, b);
    76.         Vector3 crossDC = Vector3.Cross(d, c);
    77.         Vector3 crossAD = Vector3.Cross(a, d);
    78.  
    79.         // Calculate composite normal
    80.         upDir = (crossBA + crossCB + crossDC + crossAD).normalized;
    81.  
    82.         Vector3 upVector = Vector3.Lerp(transform.up, upDir, Time.deltaTime);
    83.  
    84.         if (isGrounded)
    85.             uprightRotation = Quaternion.FromToRotation(Vector3.up, upVector);
    86.         else
    87.             uprightRotation = Quaternion.identity;
    88.  
    89.         //This works in isolation
    90.         //transform.rotation = uprightRotation;
    91.         // see: https://imgur.com/ZzqlvhC , https://imgur.com/UtVUWSX
    92.  
    93.  
    94.         // This doesn't work, it spams between two rotations
    95.         finalRotation = uprightRotation * facingRotation;
    96.         //transform.rotation = finalRotation;
    97.         // see: https://imgur.com/eae7Uet , https://imgur.com/OScvAix and https://imgur.com/gLa93KM , https://imgur.com/fhllUQe
    98.  
    99.         // This doesnt work, is just bad, have learned lesson
    100.         //Figure out a way to combine upright and facing
    101.         //finalRotation = facingRotation;
    102.         //finalRotation.x = uprightRotation.x;
    103.         //finalRotation.z = uprightRotation.z;
    104.         //transform.rotation = finalRotation;
    105.  
    106.         //THIS DIDNT WORK BUT IT IS A NEW STEP
    107.         Vector3 newPos;
    108.         Vector3 normal = upVector;
    109.      
    110.         curNormal = Vector3.Lerp(curNormal, normal, 2 * Time.deltaTime);
    111.         newPos = moveDir;
    112.         newPos.y = 0;
    113.      
    114.         // Doesn't work, character follows camera facing while moving, snaps to the left when at rest.
    115.         // Does not follow terrain
    116.         finalRotation = Quaternion.FromToRotation(Vector3.up, curNormal);
    117.         finalRotation = finalRotation * Quaternion.FromToRotation(Vector3.forward, newPos);
    118.         // transform.rotation = finalRotation;
    119.         // see: https://imgur.com/AudyNW3 , https://imgur.com/AKegU8m
    120.  
    121.  
    122.         // Doesn't work - Character snaps to terrain, but doesn't rotate towards camera forward
    123.         finalRotation = uprightRotation * Quaternion.Euler(0, facingRotation.y, 0);
    124.         //transform.rotation = finalRotation;
    125.         // see: https://imgur.com/DDqfHx6 , https://imgur.com/TILrSNV
    126.  
    127.         // Doesn't work -- character jitters, is never looking at facing, sometimes upside down
    128.         transform.rotation = facingRotation;
    129.         transform.rotation = uprightRotation * transform.rotation;
    130.         // see: https://imgur.com/OCGDcn2 , https://imgur.com/Igcy5rp
    131.  
    132.         animator.SetFloat(Words.moveAmount.ToString(), moveDelta, 0.2f, Time.deltaTime);
    133. }
    134.  
     
    Last edited: Apr 27, 2023
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    Generally combining rotations is best done with separate transforms.

    If you want the camera to tilt when you're standing on the side of a mountain, tilt it.

    But don't do that on the same transform you're using to look around.

    For instance, something like this:

    PlayerTransform
    PartThatTiltsWithMountainSlopes
    PartThatRotatesAround
    Camera


    Depending on what you want you may wish to reverse the stacking of the two center transforms above, but I suspect the above is what you want.

    You can test it trivially in about 30 seconds by just making the above four (4) GameObjects and moving them by hand without even running code until you know it's what you need.
     
  3. Ruffian0305

    Ruffian0305

    Joined:
    Feb 23, 2015
    Posts:
    8
    I appreciate the reply!
    I'm trying to get the player to rotate (the camera itself is outside the system) ... I adjusted to similar, but the results still only let me do one or the other (more particularly, the most nested one) .... It feels like in theory it should work, and it works with dummy empty objects being manually manipulated, but for some reason in reality it breaks apart


    Camera
    PlayerController
    PartThatTiltsWithSlope (EmptyGO)
    PartThatRotates (EmptyGO)
    FrontLeft/BackLeft/FrontRight/BackRight Empty GO's
    PlayerMesh


    CodeThatTiltsWithSlope:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class TerrainAlignment : MonoBehaviour
    6. {
    7.     [Header("Rotation Type B")]
    8.     public Transform backLeft;
    9.     public Transform backRight;
    10.     public Transform frontLeft;
    11.     public Transform frontRight;
    12.     public RaycastHit lr;
    13.     public RaycastHit rr;
    14.     public RaycastHit lf;
    15.     public RaycastHit rf;
    16.     public Vector3 upDir;
    17.     public Quaternion uprightRotation;
    18.     [SerializeField] LayerMask groundCheckLayerMask;
    19.  
    20.  
    21.     [SerializeField] PlayerController playerController;
    22.  
    23.     void Update()
    24.     {
    25.         Vector3 down = transform.TransformDirection(Vector3.down);
    26.  
    27.         //More specific raycasting for better terrain sticking
    28.         Physics.Raycast(backLeft.position, down, out lr, 10f, groundCheckLayerMask);
    29.         Physics.Raycast(backRight.position, down, out rr, 10f, groundCheckLayerMask);
    30.         Physics.Raycast(frontLeft.position, down, out lf, 10f, groundCheckLayerMask);
    31.         Physics.Raycast(frontRight.position, down, out rf, 10f, groundCheckLayerMask);
    32.         Debug.DrawRay(rr.point, Vector3.down, Color.red);
    33.         Debug.DrawRay(lr.point, Vector3.down, Color.red);
    34.         Debug.DrawRay(lf.point, Vector3.down, Color.red);
    35.         Debug.DrawRay(rf.point, Vector3.down, Color.red);
    36.  
    37.         Vector3 a = rr.point - lr.point;
    38.         Vector3 b = rf.point - rr.point;
    39.         Vector3 c = lf.point - rf.point;
    40.         Vector3 d = rr.point - lf.point;
    41.  
    42.         // Get the normal at each corner
    43.  
    44.         Vector3 crossBA = Vector3.Cross(b, a);
    45.         Vector3 crossCB = Vector3.Cross(c, b);
    46.         Vector3 crossDC = Vector3.Cross(d, c);
    47.         Vector3 crossAD = Vector3.Cross(a, d);
    48.  
    49.         // Calculate composite normal
    50.         upDir = (crossBA + crossCB + crossDC + crossAD).normalized;
    51.  
    52.         Vector3 upVector = Vector3.Lerp(transform.up, upDir, Time.deltaTime);
    53.  
    54.         if (playerController.IsGrounded)
    55.             uprightRotation = Quaternion.FromToRotation(Vector3.up, upVector);
    56.         else
    57.             uprightRotation = Quaternion.identity;
    58.  
    59.         transform.rotation = uprightRotation;
    60.     }
    61. }
    62.  

    CodeThatRotates
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class RotateToCameraFacing : MonoBehaviour
    6. {
    7.     [SerializeField] float rotationSmoothing = 500f;
    8.  
    9.     Quaternion targetRotation;
    10.     CameraController cameraController;
    11.  
    12.     private void Awake()
    13.     {
    14.         cameraController = Camera.main.GetComponent<CameraController>();
    15.     }
    16.  
    17.     // Update is called once per frame
    18.     void Update()
    19.     {
    20.         //TODO: Get these directly from the Player Controller
    21.         float h = Input.GetAxis("Horizontal");
    22.         float v = Input.GetAxis("Vertical");
    23.         var moveDelta = Mathf.Clamp01(Mathf.Abs(h) + Mathf.Abs(v));
    24.  
    25.         var moveInput = new Vector3(h, 0, v).normalized;
    26.         var moveDir = cameraController.PlanarRotation * moveInput;
    27.         if (moveDelta > 0)
    28.         {
    29.             targetRotation = Quaternion.LookRotation(moveDir);
    30.         }
    31.  
    32.         transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSmoothing * Time.deltaTime);
    33.  
    34.     }
    35. }
    36.  

    PlayerController Code:

    Code (CSharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using System.Runtime.CompilerServices;
    5. using UnityEngine;
    6.  
    7. public class PlayerController : MonoBehaviour
    8. {
    9.     [Header("Movement Speed Settings")]
    10.     [SerializeField] float moveSpeed = 5f;
    11.     [SerializeField] float rotationSmoothing = 500f;
    12.  
    13.     [Header("Ground Check Settings")]
    14.     [SerializeField] LayerMask groundCheckLayerMask;
    15.     [Space]
    16.     [SerializeField] float groundCheckRadius = 0.2f;
    17.     [SerializeField] Vector3 groundCheckOffset;
    18.     [Space]
    19.     [SerializeField] bool isGrounded;
    20.     [SerializeField] float ySpeed;
    21.  
    22.     //Camera Settings
    23.     CameraController cameraController;
    24.  
    25.     //Animation Settings
    26.     Quaternion targetRotation;
    27.     Animator animator;
    28.  
    29.     CharacterController charController;
    30.  
    31.  
    32.  
    33.     // Awake is called when the object is loaded
    34.     private void Awake()
    35.     {
    36.         cameraController = Camera.main.GetComponent<CameraController>();
    37.         animator = GetComponent<Animator>();
    38.         charController = GetComponent<CharacterController>();
    39.     }
    40.  
    41.     enum Words
    42.     {
    43.         moveAmount
    44.     }
    45.     // Start is called before the first frame update
    46.     void Start()
    47.     {
    48.      
    49.     }
    50.  
    51.     // Update is called once per frame
    52.     void Update()
    53.     {
    54.         //Movement
    55.         float h = Input.GetAxis("Horizontal");
    56.         float v = Input.GetAxis("Vertical");
    57.         var moveDelta = Mathf.Clamp01(Mathf.Abs(h) + Mathf.Abs(v));
    58.  
    59.         var moveInput = new Vector3(h, 0, v).normalized;
    60.         var moveDir = cameraController.PlanarRotation * moveInput;
    61.         GroundCheck();
    62.  
    63.         transform.position += moveDir * moveSpeed * Time.deltaTime;
    64.  
    65.         Vector3 velocity = moveDir * moveSpeed;
    66.         if(isGrounded)
    67.         {
    68.             ySpeed = -0.5f;
    69.         }
    70.         else
    71.         {
    72.             ySpeed += Physics.gravity.y * Time.deltaTime;
    73.         }
    74.  
    75.         velocity.y = ySpeed;
    76.         charController.Move(velocity * Time.deltaTime);
    77.  
    78.         animator.SetFloat(Words.moveAmount.ToString(), moveDelta, 0.2f, Time.deltaTime);
    79.     }
    80.     void GroundCheck()
    81.     {
    82.         isGrounded = Physics.CheckSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius, groundCheckLayerMask);
    83.  
    84.     }
    85.  
    86.     public bool IsGrounded => isGrounded;
    87.  
    88.  
    89.     private void OnDrawGizmosSelected()
    90.     {
    91.         Gizmos.color = new Color(0, 1, 0, 0.5f);
    92.  
    93.         if (Physics.CheckSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius, groundCheckLayerMask))
    94.             Gizmos.color = new Color(0, 1, 0, 0.5f);
    95.         else
    96.             Gizmos.color = new Color(1, 0, 0, 0.5f);
    97.  
    98.         Gizmos.DrawSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius);
    99.  
    100.     }
    101. }
    102.  
    103.  
     
    Last edited: Apr 28, 2023
  4. Ruffian0305

    Ruffian0305

    Joined:
    Feb 23, 2015
    Posts:
    8
    https://gamedev.stackexchange.com/questions/151659/rotating-according-to-ground-normal-on-unity-3d
    For future reference if any1 is googling this, by referencing the above article, I came up with something.

    A couple things to note:
    • You don't HAVE to do the 4 raycasts down like I am doing in the code below. There are various different methods out there to get the terrain normal (some use a single raycast, some use a spherecast, some use more than 4 points, etc.) The most important thing is being able to get the terrain normal from *somewhere*.
    • This is *not* using the rigidbody system, this is using a character controller
    • This script is attached similar to how @Kurt-Dekker was describing above - I liked separating the rotation from the rest of the calculations
    Code (CSharp):
    1. Player (With Character Controller)
    2.     Rotation Controller (Empty GO with the RotationController script)
    3.     Mesh
    4.     Objects for raycasting to get terrain normal

    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. [RequireComponent(typeof(CharacterController))]
    4. [RequireComponent(typeof(CameraController))]
    5. public class PlayerController : MonoBehaviour
    6. {
    7.     [Header("Movement Speed Settings")]
    8.     [SerializeField] float moveSpeed = 5f;
    9.     private bool isMoving;
    10.     private Vector3 moveDir;
    11.     public bool IsMoving => isMoving;
    12.     public Vector3 MoveDir => moveDir;
    13.  
    14.  
    15.  
    16.     [Header("Ground Check Settings")]
    17.     [SerializeField] LayerMask groundCheckLayerMask;
    18.     [SerializeField] float groundCheckRadius = 0.2f;
    19.     [SerializeField] Vector3 groundCheckOffset;
    20.  
    21.     private bool isGrounded;
    22.     public bool IsGrounded => isGrounded;
    23.     private float ySpeed;
    24.  
    25.     //Loaded Components
    26.     private Animator animator;
    27.     private CharacterController charController;
    28.     private CameraController cameraController;
    29.  
    30.  
    31.     // Awake is called when the object is loaded
    32.     private void Awake()
    33.     {
    34.         cameraController = Camera.main.GetComponent<CameraController>();
    35.         animator = GetComponent<Animator>();
    36.         charController = GetComponent<CharacterController>();
    37.     }
    38.  
    39.     private enum Words
    40.     {
    41.         moveAmount
    42.     }
    43.  
    44.     // Update is called once per frame
    45.     void Update()
    46.     {
    47.         float h = Input.GetAxis("Horizontal");
    48.         float v = Input.GetAxis("Vertical");
    49.         float moveDelta = Mathf.Clamp01(Mathf.Abs(h) + Mathf.Abs(v));
    50.         isMoving = moveDelta > 0;
    51.        
    52.         //Movement
    53.         var moveInput = new Vector3(h, 0, v).normalized;
    54.         moveDir = cameraController.PlanarRotation * moveInput;
    55.         GroundCheck();
    56.  
    57.         transform.position += moveDir * moveSpeed * Time.deltaTime;
    58.  
    59.         //Gravity
    60.         Vector3 velocity = moveDir * moveSpeed;
    61.         if(isGrounded)
    62.             ySpeed = -0.5f;
    63.         else
    64.             ySpeed += Physics.gravity.y * Time.deltaTime;
    65.  
    66.         velocity.y = ySpeed;
    67.  
    68.         // Final
    69.         charController.Move(velocity * Time.deltaTime);
    70.         animator.SetFloat(Words.moveAmount.ToString(), moveDelta, 0.2f, Time.deltaTime);
    71.     }
    72.  
    73.     void GroundCheck()
    74.     {
    75.         isGrounded = Physics.CheckSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius, groundCheckLayerMask);
    76.  
    77.     }
    78.    
    79.     private void OnDrawGizmosSelected()
    80.     {
    81.         Gizmos.color = new Color(0, 1, 0, 0.5f);
    82.  
    83.         if (Physics.CheckSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius, groundCheckLayerMask))
    84.             Gizmos.color = new Color(0, 1, 0, 0.5f);
    85.         else
    86.             Gizmos.color = new Color(1, 0, 0, 0.5f);
    87.  
    88.         Gizmos.DrawSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius);
    89.  
    90.     }
    91. }
    92.  
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class RotationController : MonoBehaviour
    6. {
    7.     public Transform backLeft;
    8.     public Transform backRight;
    9.     public Transform frontLeft;
    10.     public Transform frontRight;
    11.    
    12.     RaycastHit lr;
    13.     RaycastHit rr;
    14.     RaycastHit lf;
    15.     RaycastHit rf;
    16.     Vector3 upDir;
    17.  
    18.     [SerializeField] float rotationSmoothing = 500f;
    19.     [SerializeField] PlayerController playerController;
    20.     [SerializeField] LayerMask groundCheckLayerMask;
    21.  
    22.     // Update is called once per frame
    23.     void Update()
    24.     {
    25.         // If the character is moving
    26.         if (playerController.IsMoving)
    27.         {
    28.             //Get slope rotation from world up
    29.             Quaternion slopeRotation = Quaternion.FromToRotation(Vector3.up, terrainNormal());
    30.            
    31.             // Calc the rotation if we wanted to look towards the camera
    32.             Quaternion targetRotation = Quaternion.LookRotation(playerController.MoveDir);
    33.            
    34.             // Rotate the object, combining the slope rotation with the look rotation, using a smoothing to make it nicer
    35.             transform.rotation = Quaternion.Slerp(transform.rotation, slopeRotation * targetRotation,
    36.                 rotationSmoothing * Time.deltaTime);
    37.         }
    38.         // Character is not moving
    39.         else
    40.         {
    41.             // Get the slope rotation with the transform.up instead of world up
    42.             Quaternion slopeRotation = Quaternion.FromToRotation(transform.up, terrainNormal());
    43.            
    44.             //Rotate the object, combining the slope rotation with our current rotation
    45.             transform.rotation = Quaternion.Slerp(transform.rotation, slopeRotation * transform.rotation,
    46.                 rotationSmoothing * Time.deltaTime);
    47.         }
    48.     }
    49.     Vector3 terrainNormal()
    50.     {
    51.         Vector3 down = -transform.up;
    52.  
    53.         //More specific raycasting for better terrain sticking
    54.         Physics.Raycast(backLeft.position, down, out lr, 10f, groundCheckLayerMask);
    55.         Physics.Raycast(backRight.position, down, out rr, 10f, groundCheckLayerMask);
    56.         Physics.Raycast(frontLeft.position, down, out lf, 10f, groundCheckLayerMask);
    57.         Physics.Raycast(frontRight.position, down, out rf, 10f, groundCheckLayerMask);
    58.         //Debug.DrawRay(rr.point, Vector3.up, Color.red);
    59.         //Debug.DrawRay(lr.point, Vector3.up, Color.red);
    60.         //Debug.DrawRay(lf.point, Vector3.up, Color.red);
    61.         //Debug.DrawRay(rf.point, Vector3.up, Color.red);
    62.  
    63.         Vector3 a = rr.point - lr.point;
    64.         Vector3 b = rf.point - rr.point;
    65.         Vector3 c = lf.point - rf.point;
    66.         Vector3 d = rr.point - lf.point;
    67.  
    68.         // Get the normal at each corner
    69.         Vector3 crossBA = Vector3.Cross(b, a);
    70.         Vector3 crossCB = Vector3.Cross(c, b);
    71.         Vector3 crossDC = Vector3.Cross(d, c);
    72.         Vector3 crossAD = Vector3.Cross(a, d);
    73.  
    74.         // Calculate composite normal
    75.         upDir = (crossBA + crossCB + crossDC + crossAD).normalized;
    76.  
    77.         Vector3 upVector = Vector3.Lerp(transform.up, upDir, Time.deltaTime);
    78.  
    79.         return upVector;
    80.     }
    81.    
    82. }
    83.