Unity3D Navmesh – Sprite always face the screen

Recently, while working on a prototype that mixes a 3D environment with 2D characters, I noticed that when a character traversed a navmesh it would rotate in the direction that it was walking. Truthfully, I’d already noticed this in my other dealings with Unity’s Navmesh, but this was my first foray into using it with 2D characters in a 3D environment. In a normal 3D game you’d expect the character to rotate in the direction that it’s walking, but when you apply that same logic to a 2D character things start to look worse than me attempting to cosplay Hercules.

For what I was trying to achieve, this was unacceptable. So, how to do we ensure that the sprite is alway

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