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Question by thepotatisbulle · Aug 27, 2016 at 05:09 PM · movement

How would I change movement direction relative to the camera

I'm working on a small game and Im trying to get the movement to feel a bit like the older lego games, I going to set up the camera so it can change between different areas and always look on the player. The problem now is. How do I move the player relative to the cameras view? I want the player to go left relative to the camera.not world space. How do I achieve this? My current code looks like this.

public class movement : MonoBehaviour { public float speed; public bool grounded; Rigidbody rb; public float height; // Use this for initialization void Start () {

     rb = GetComponent<Rigidbody>();
 }
 
 // Update is called once per frame
 void FixedUpdate () {
     //RAYS
     Vector3 dwn = transform.TransformDirection(Vector3.down);

     if (Physics.Raycast(transform.position, dwn, 1))
     {
         grounded = true;
     }
     else
     {
         grounded = false;
     };



     //moving around n shit
     Vector3 movement = new Vector3(Input.GetAxisRaw("Horizontal"), 0.0f, Input.GetAxisRaw("Vertical"));
     Vector3 direction = movement.normalized;
     Vector3 velocity = direction * speed;
     Vector3 moveAmount = velocity * Time.deltaTime;
     transform.position += moveAmount;






     //jumping,fucking shitty lol
     if (Input.GetKeyDown(KeyCode.Space) && grounded == true )
     {
         rb.AddForce(Vector3.up *height);
     }
 }

} public class cameraLook : MonoBehaviour { movement movement; public Transform Player; // Use this for initialization void Start () { movement = FindObjectOfType(); }

 // Update is called once per frame
 void FixedUpdate () {
     Vector3 displacementFromTarget = Player.position - transform.position;
     Vector3 directionToTarget = displacementFromTarget.normalized;
      Quaternion rotation = Quaternion.LookRotation(displacementFromTarget.normalized);
     transform.rotation = rotation;
     
 }

}

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