# unity – Rotate the player in a certain way that makes it look like he is sliding

I’m trying to make my first game in Unity: a 3d platformer inspired by the classic Crash Bandicoot games.

I’ve managed to make most of the movement with the character control script below. However, I don’t know how I can do a slide/crouch.

What I want to do is to rotate and move the player down closer to the ground and give him some more speed that decreases over time until he reaches a normal waking state.

I thought about making the player rotate on a specific axis but when he turns the axis doesn’t change so now I’m kind of lost in what to do.

``````using UnityEngine;

public class PlayerMovement : MonoBehaviour
{

public CharacterController controller;

public float speed = 10f;

//turnning smoothness

public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;

//jump controls

public float jumpHeight = 3f;
public float gravity = -29.43f;
Vector3 velocity;
bool isGrounded;

//gravity check
public Transform groundCheck;
public float groundDistance = 0.4f;

// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

if(isGrounded && velocity.y < 0)
{
velocity.y = -1f;
}

//player movement on both axis

float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");

Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);

if (Input.GetKeyDown("space") && isGrounded)
{
velocity.y += Mathf.Sqrt(jumpHeight * -2f * gravity);
}

if (direction.magnitude >= 0.1f)
{
//player turning depending on where moving

float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);

controller.Move(direction * speed * Time.deltaTime);

}

}
}
``````