Hi all, @voncarp, the transforms scale y and z should be 1. And collider size x needs to be 1. @snowboardkid, Venged's solution seems pretty good. I normally rig the mesh to the character as usual in blender. Here is a tutorial : http://www.youtube.com/watch?v=4yiC6pEQMAw @Venged, thanks for your help, that seems very interesting. @mcconrad, glad you figured it out. And thanks for sharing the link here. @Lork, the first is already in place when you use idle orbit for example. For the second you could use the orbit camera state and you would need to change the rotation in the HeroCtrl script. Then with pressing S you could trigger a rotation that rotates the character towards the camera's negative look rotation. Something like hero.rotation = Quaternion.Lerp(hero.rotation, Quaternion.Euler(hero.eulerAngles.x, -cam.eulerAngles.y, hero.eulerAngles.z), t); Cheers!