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Question by cenkyilmaz089 · Apr 28, 2021 at 05:46 PM · rotationmovementgameobjectrigidbodytransform

Player movement in the direction of rotation INACCURATE?

So I have just wrote a code that moves the player in the direction of $$anonymous$$s "face"/rotation but for some reason it works really inaccurately. For example when I am, the player is facing a 45 degrees angle it moves in 35-40 degrees angle. Can someone help me fix it? Thanks ^^

 void Update()
     {
         Angle = Rigid.rotation.y;
         
         if (Input.GetButton("Vertical"))
         {
             Rigid.MovePosition(Rigid.position + new Vector3(0.02f * Input.GetAxis("Vertical")*Mathf.Sin(Angle*Mathf.PI), 0 , 0.02f * Input.GetAxis("Vertical") * Mathf.Cos(Mathf.PI * Angle)));
         }
         
     }

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Answer by andrew-lukasik · Apr 28, 2021 at 06:05 PM

 Angle = Rigid.rotation.y;

Rigidbody.rotation.y is not an angle, partner. It's an imaginary component of a quaternion.

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Answer by The-Peaceful · Apr 28, 2021 at 06:35 PM

As @andrew-lukasik said, rotation.y does not return an angle, it returns the Y component of a Quaternion and they don't really work as angles. If you do actually want to get the angle that the Player has been rotated towards you can use the EulerAngles, w$$anonymous$$ch actually return angles. Also, though I don't know if you might have considered t$$anonymous$$s, you can get the forward, up and right axis of a transform, so if all you wanna do is move the player in the direction it is facing towards, you could just take the transform.forward and multiply it by Input.GetAxis("Vertical") . Hope it helps :D

https://docs.unity3d.com/ScriptReference/Rigidbody-rotation.html

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Answer by Snowhouse · Apr 28, 2021 at 07:26 PM

t$$anonymous$$s will turn your character cleanly, just set a float aimspeed to how fast you want to turn

if (Input.GetButton("Vertical")) { transform.Rotate(Vector3.up aimSpeed Input.GetAxis("Vertical") * Time.deltaTime); }

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