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Question by Sam3million · Mar 30, 2018 at 09:13 PM · c#cameramovementrelative

Move player relative to camera

I am very new to c#. I want to make it so my character moves based on where the camera is looking. So if I turn the camera 180 then W still makes it go forward. I looked on the forums and found similar questions but I didn't see any answers that fit my case. I am using rb.addForce to move my character and I didn't see any answers that used that. Keep in mind I am very new to unity and c#. You might have to tell me exactly what to do. Any answers would be helpful.

Here is my playercontroller script:

 using UnityEngine;
 using System.Collections;
 
 public class playercontroller : MonoBehaviour
 {
 
     public float speed;
 
     private Rigidbody rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     void FixedUpdate()
     {
         float moveHorizontal = Input.GetAxis("Horizontal");
         float moveVertical = Input.GetAxis("Vertical");
 
         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
 
         rb.AddForce(movement * speed);
     }
 }

and here is my camerachange script:

 using UnityEngine;
 using System.Collections;
 
 public class CameraChange : MonoBehaviour
 {
 
     public float turnSpeed = 0.0f;
     public Transform player;
     public float height = 5f;
     public float distance = -10f;
     public bool movable = false;
 
     private Vector3 offsetX;
 
     void Start()
     {;
         offsetX = new Vector3(0, 2, 5);
     }
 
     void Update()
     {
         {
             if (Input.GetKey(KeyCode.Mouse1))
             {
                 movable = true;
                 if (movable == true)
                 {
                     turnSpeed = 4.0f;
                 }
             }
             else
             {
                 movable = false;
                 turnSpeed = 0.0f;
             }
         }
         offsetX = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offsetX;
         transform.position = player.position + offsetX;
         transform.LookAt(player.position);
     }
 }


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