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Question by Developer1212 · Jul 13, 2019 at 09:19 PM · movementcarorbit

Other object's transform.forward isn't moving another object in the desired direction?

So basically I'm trying to make a very weird 3rd person camera follow and here is what I have for it:

 //Orbital horizontal mouselook around the gameobject target
         transform.RotateAround(target.transform.position, Vector3.up, 10 * Time.deltaTime * xRot * sensitivity);
         //Rotates target towards the rotation of the camera with a bit of delay because it looks really cool
         target.transform.rotation = Quaternion.RotateTowards(target.transform.rotation, transform.rotation * Quaternion.Euler(0,180,0), 0.1f);
         //Supposed to move the camera in sync with target
         transform.Translate(target.transform.forward * Time.deltaTime * target.GetComponent<Rigidbody>().velocity.z);

Basically because I can't fix the camera's position to behind my character because the camera rotates around it (unless someone suggests how) I am trying to move the camera in sync with my player using its rigidbody velocity. I have done this to some sort of success. However, when I turn my character, the character moves in the direction it should but the camera does not and instead goes in a different direction. Why is this and how do I fix it? Thanks!

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Answer by Namey5 · Jul 19, 2019 at 09:37 AM

By default, Transform.Translate works in local space, i.e. coordinates relative to the direction of the transform being moved. In your case, your movement vector is in world space. To fix this, you can just add another parameter to the function call that defines what space to use;

 transform.Translate(target.transform.forward * Time.deltaTime * target.GetComponent<Rigidbody>().velocity.z, Space.World);
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