• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RudyPyro · Dec 05, 2016 at 07:32 AM · cameracontrollerdirectionlookwalk

Walk to camera direction

Hi, I am making a animated FPS controller. But when i turn the body of the character and then start to move it still goes towards the standard X and Z directions. so the problem is that when i turn the camera, the character turns with it but it still moves in the standard directions. Does anyone know any solutions? Thanks already.

This is my camera scirpt:

 public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
 public RotationAxes axes = RotationAxes.MouseXAndY;
 public float sensitivityX = 15F;
 public float sensitivityY = 15F;
 public float minimumX = -360F;
 public float maximumX = 360F;
 public float minimumY = -60F;
 public float maximumY = 60F;
 float rotationX = 0F;
 float rotationY = 0F;
 Quaternion originalRotation;
 void Update()
 {
     if (axes == RotationAxes.MouseXAndY)
     {
         // Read the mouse input axis
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationX = ClampAngle(rotationX, minimumX, maximumX);
         rotationY = ClampAngle(rotationY, minimumY, maximumY);
         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
         transform.localRotation = originalRotation * xQuaternion * yQuaternion;
     }
     else if (axes == RotationAxes.MouseX)
     {
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationX = ClampAngle(rotationX, minimumX, maximumX);
         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         transform.localRotation = originalRotation * xQuaternion;
     }
     else
     {
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = ClampAngle(rotationY, minimumY, maximumY);
         Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
         transform.localRotation = originalRotation * yQuaternion;
     }
 }
 void Start()
 {
     // Make the rigid body not change rotation
     if (GetComponent<Rigidbody>())
         GetComponent<Rigidbody>().freezeRotation = true;
     originalRotation = transform.localRotation;
 }
 public static float ClampAngle(float angle, float min, float max)
 {
     if (angle  < -360F)
      angle += 360F;
     if (angle  > 360F)
      angle -= 360F;
     return Mathf.Clamp(angle, min, max);
 }

And this is my controller script:

 public Animator anim;
 public Rigidbody Rbody;
 public float Gravity;
 public float JumpHeight;
 private float currentrunspeed = 80;
 private bool run;
 //public GameObject Camera;
 public GameObject us;
      


 private float inputH;
 private float inputV;
 private float inputJump;



 // Use this for initialization
 void Start ()
 {
     anim = GetComponent<Animator>();
     Rbody = GetComponent<Rigidbody>();
     run = false;
     Cursor.lockState = CursorLockMode.Locked;
 }
 
 // Update is called once per frame
 void Update ()
 {
     transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y, transform.localEulerAngles.z);
     Physics.gravity = new Vector3(0f, -Gravity * Time.fixedDeltaTime, 0f);
     

     if (Input.GetKeyDown("1"))
     {
         anim.Play("Run", -1,0f);
     }


     if (Input.GetKey(KeyCode.LeftShift)&& inputV > 0.1)
     {
         currentrunspeed = 150f;
         run = true;                        
     }
     else
     {
         run = false;
         currentrunspeed = 80f;      
     }


     inputH = Input.GetAxis("Horizontal");
     inputV = Input.GetAxis("Vertical");

     anim.SetFloat("InputH", inputH);
     anim.SetFloat("InputV", inputV);
     anim.SetBool("Run",run);

    float moveX = inputH * 50f * Time.deltaTime;
    float moveZ = inputV * currentrunspeed * Time.deltaTime;

     
    

 Rbody.velocity = new Vector3(moveX,Rbody.velocity.y, moveZ);

    if (Input.GetKeyDown("space") && IsGrounded)
    {
         Rbody.AddForce(Vector3.up * JumpHeight * Time.deltaTime);
         anim.SetBool("Jump", true);
         
    }
    else
     {
         anim.SetBool("Jump", false);
     }



 }
 public bool IsGrounded;

 void OnCollisionStay(Collision collisionInfo)
 {
     IsGrounded = true;
 }

 void OnCollisionExit(Collision collisionInfo)
 {
     IsGrounded = false;
 }


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Make the player go into the direction I am looking at 0 Answers

Player look in camera direction problem 1 Answer

How can I respawn my RigidBodyFPSController facing new direction? 0 Answers

weapon bob when looking 2 Answers

how to find mouse look 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges