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Question by GoldenGlowingRobot · Jan 19, 2020 at 02:12 AM · animationscript.player movement

Animated charater movment relative to camera

I have a first person view and I have the following animations: walkforward. Rigthsteps,leftsteps, walkbackwards(back), jump, run and idle But how do I get it to work so forward is the way i look

Im using this script to move around how to put in the animations

 public class Playercontrol : MonoBehaviour
 {
     private const string AxisName = "Horizontal";
     private Animator anim;
     public CharacterController controller;
     public float speed = 8.5f;
     public float gravity = -9.81f;
     public float jumphiegth = 3f;
    
     public Transform groundcheck;
     public float grounddistance = 0.4f;
     public LayerMask groundMask;
     Vector3 velocity;
     bool isGrounded;
 
 
 
     void Awake()
     {
         anim = GetComponent<Animator>();
     }
     private void Start()
     {
         
     }
 
     private void Update()
     {
 
         isGrounded = Physics.CheckSphere(groundcheck.position, grounddistance, groundMask);
 
         if(isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         float x = Input.GetAxis(AxisName);
         float z = Input.GetAxis("Vertical");
 
         Vector3 move = transform.right * x + transform.forward * z;
 
         controller.Move(move * speed * Time.deltaTime);
 
 
 
         velocity.y += gravity * Time.deltaTime;
 
         controller.Move(velocity * Time.deltaTime);
 
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             velocity.y = Mathf.Sqrt(jumphiegth * -2f * gravity);
         }
     }
     
   
 
 }

and this is the camerascript

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerlook : MonoBehaviour
 {
 
     private void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
 
 
 
     //Floats
     public float mousesensitivitysides = 100f;
     public float mousesensitivityupdown = 100f;
     float xRotation = 0f;
     //Transforms
     public Transform playerbody;
 
     private void Update()
     {
         float mouseX = Input.GetAxis("Mouse X") * mousesensitivitysides * Time.deltaTime;
         float mouseY = Input.GetAxis("Mouse Y") * mousesensitivityupdown * Time.deltaTime;
 
 
         transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
         playerbody.Rotate(Vector3.up * mouseX);
         xRotation -= mouseY;
         xRotation = Mathf.Clamp(xRotation, -90f, 90f);
 
         
     }
 
 
 }
 

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