• 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 12, 2016 at 08:12 AM · rotationrotatedirectionlocalturn

Make player move in local direction he is turned.

Hi, I am making a first person shooter, but i am having a little problem: My Character turns with my camera but when i start moving it still walks to the Space.World directions not to the local directions. how can i fix this?

This is my movement script:

void Start () { anim = GetComponent(); Rbody = GetComponent(); 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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Paul-Jan · Dec 12, 2016 at 03:45 PM

Transform has a very handy function for that, called Transform.TransformDirection . You can use it do convert your local velocity vector to the correct vector in World Space.

 var localVelocity = new Vector3(moveX, Rbody.velocity.y, moveZ);
 Rbody.velocity = transform.TransformDirection(localVelocity);


Comment
Add comment · Share
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

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Rotating Player Controller locally or globally. 0 Answers

Limiting RotateTowards on two axes 1 Answer

Rotate a GameObject [set front] 1 Answer

How should I rotate a 2D unit vector by X degrees? 1 Answer

(Picture for Clarity) How do you click on an object, and from that hit point, calculate a direction vector, and then make that direction vector be the upwards direction of an object? 0 Answers


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