#Use a gamepad for movement

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knotty swallow
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    public void OnMove(InputAction.CallbackContext ctx)
    {
        
        movement = ctx.ReadValue<Vector2>();
    }

    public void OnRotate(InputAction.CallbackContext ctx)
    {
        steer = ctx.ReadValue<Vector2>();
    }
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Movement and steer are both Vector2

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sphere.AddForce(new Vector3(-movement.x * speedTarget, 0, -movement.y * speedTarget), ForceMode.Acceleration);

This is how I move

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But it feels horrible

vale laurel
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where do you use steer?

knotty swallow
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Was trying to find it

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        rotateTarget = Mathf.Lerp(rotateTarget, steer.x * 100, Time.deltaTime * 4f); rotate = 0f;
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(new Vector3(0, transform.eulerAngles.y + rotateTarget, 0)), Time.deltaTime * 2.0f);

        body.localRotation = Quaternion.Slerp(body.localRotation, Quaternion.Euler(new Vector3(speedTarget / 4, 0, rotateTarget / 6)), Time.deltaTime * 4.0f);

vale laurel
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I instantly forgot about you

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๐Ÿ˜”

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Iโ€™ll leave this to the people who know maths better

knotty swallow
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xD