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Question by mzaidan1996 · Jul 24, 2020 at 11:06 AM · cameracamera-movementcamera rotatecamera-lookcamera movement

My camera is not linking with my movement

Im currently making a FPS anM i have already created my movement and look controls, but when i look in a certain direction and I press W, it moves me to another direction, I think my vector3 is linked to the world instead of my character, does anyone know how to solve this issue, this is my movement script:

  private void Awake()
  {
      //This is to get the information of our rigidbody and store it in the rb variable.
      rb = GetComponent<Rigidbody>();
  }
  private void Start()
  {
  }
  private void Update()
  {
      MovementInputs();
      Jumping();
  }
  private void FixedUpdate()
  {
      Movement();
  }
  private void MovementInputs()
  {
      //Those are for the inputs for the movement. This information is stored within the x and z variables.
      x = Input.GetAxisRaw("Horizontal");
      z = Input.GetAxisRaw("Vertical");
  }
  private void Movement()
  {
      //This is to create the movement and change our rigidbody's velocity based on the x and z which are multiplied by the walk speed.
      Vector3 movement = rb.velocity = new Vector3(x * walkSpeed, rb.velocity.y, z * walkSpeed);
      
  }
  private void Jumping()
  {
      //This is to get the input which is space and if it is pressed.
      if (Input.GetKeyDown(KeyCode.Space))
      {
          //If the space button is pressed, the velocity will change, the x and z will stay the same but the y will change based on the jump force applied.
          rb.velocity = new Vector3(x, jumpForce, z);
      }
  }

} and this is my look controls script: private void Start() { playerBody = transform.parent.gameObject; //This is to lock and make the cursor invisible while playing the game. Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } private void Update() { CameraRotation(); } private void FixedUpdate() {

  }
  private void CameraRotation()
  {
      //This is to get the values of the axis from the Mouse X and Mouse Y which are shown in unity.
      Vector2 inputValues = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
      //This is for the up, down, left and right movement and to scale down the movement of the camera by smoothing and the sensitivity.
      inputValues = Vector2.Scale(inputValues, new Vector2(mouseSensitivity * mouseSmoothing, mouseSensitivity * mouseSmoothing));
      //This is to let the camera movement exist and to create a smoothing effect so the camera doesnt suddenly stop.
      smoothedVelocity.x = Mathf.Lerp(smoothedVelocity.x, inputValues.x, 1f / mouseSmoothing);
      smoothedVelocity.y = Mathf.Lerp(smoothedVelocity.y, inputValues.y, 1f / mouseSmoothing);
      currentlookingPos += smoothedVelocity;
      //Everything written in this bracket above is made for the calculations. Everything down now is for the actual movement.
      //wtf are quaterions?????
      transform.localRotation = Quaternion.AngleAxis(-currentlookingPos.y, Vector3.right);
      playerBody.transform.localRotation = Quaternion.AngleAxis(currentlookingPos.x, playerBody.transform.up);
      //This is to stop the full camera rotation infinite thingy, idk.
      currentlookingPos.y = Mathf.Clamp(currentlookingPos.y, -80f, 80f);
  }

}

Thanks and take care everyone.

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avatar image Llama_w_2Ls · Jul 25, 2020 at 05:47 PM 0
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check if your player body is actually rotating when you look around

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