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Question by pebble225 · Mar 30, 2019 at 06:48 AM · camerarotationvector3quaternions

Move ball player relative to camera rotation

I am working on a game where the player controls a free moving and rotating ball. I am unable to determine the Vector the player needs to correct to when the camera has been rotated. I can't make the camera a child of the player because is would follow its every rotation. What I think I have to do is edit my player's movement vector based off of the angle the camera is facing the player from.

What should I do to fix this problem?

Here is the code for the camera at the moment:

     private Vector3 offset:
 
     public GameObject target;
 
     float RotateSpeed = 3.0f;
     
     void Start()
     {
         offset = gameObject.transform.position - target.transform.position;
     }
 
     private void FixedUpdate()
     {
         if (Input.GetKey(KeyCode.Q))
         {
             Quaternion turnAngle = Quaternion.AngleAxis(-RotateSpeed, Vector3.up);
 
             offset = turnAngle * offset;
         }
         else if (Input.GetKey(KeyCode.E))
         {
             Quaternion turnAngle = Quaternion.AngleAxis(RotateSpeed, Vector3.up);
 
             offset = turnAngle * offset;
         }
 
         gameObject.transform.position = target.transform.position + offset;
     }
     
     void Update()
     {
         gameObject.transform.LookAt(target.transform);
     }

And here is the current code I have on the player, excluding my attempts to correct the problem:

     public int speed;
     
     private void FixedUpdate()
     {
         float h = Input.GetAxis("Horizontal");
         float v = Input.GetAxis("Vertical");
 
         Vector3 playerDirection = new Vector3(h*speed,0,v*speed);
 
         gameObject.GetComponent<Rigidbody>().AddForce(playerDirection);
 
         //this if statement freezes the ball for the player by pressing X.
         if (Input.GetKey(KeyCode.X))
         {
             Rigidbody rb = gameObject.GetComponent<Rigidbody>();
 
             rb.velocity = new Vector3(0, 0, 0);
         }
     }
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Answer by pebble225 · Mar 30, 2019 at 08:51 AM

Function I added:

     Vector3 RotateWithView(Vector3 direction)
     {
         Vector3 temp = CameraTransform.TransformDirection(direction);
 
         temp.Set(temp.x,0,temp.z);
 
         return temp.normalized * direction.magnitude;
     }

Here's the video that helped me: link

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