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Question by Rhazek · May 18, 2021 at 08:53 AM · movement2.5ddash

2.5D Platformer - Dashing towards the character is moving.,2.5D platformer - Dashing left and right while moving

Heya, Im pretty new to coding with C# (done the learning modules on Unitys website) and now trying to make my own projects. Got this 2.5D platformer Im trying to make and Im a little stuck with the Dash ability.

This is probably me being stupid and a really easy fix but I would like to Dash by pressing left shift and dash towards the direction the character is going (i.e going left when pressing down A and going right when pressing down D). I have managed to get the actual Dash to work but its only moving to the right. I know it is because I have written "playerRb.velocity = transform.right * dashSpeed;" but how do I write so it goes to the direction of where my character is currently going?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public float speed;
     private Vector3 movement;
     private Rigidbody playerRb;
 
     public float jumpForce; 
     private const int maxJump = 2;
     private int currentJump = 0;
 
     private Vector3 dashDirection;
     [SerializeField] private bool onGround;
 
     public float dashSpeed;
     public bool isDashing = true;
 
 
     
 
 
     // Start is called before the first frame update
     void Start()
     {
         playerRb = GetComponent<Rigidbody>();
         isDashing = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         jump(); 
 
         if(isDashing)
         {
             Dashing();
         }
     }
 
     void FixedUpdate()
     {
         movement = new Vector3(Input.GetAxis("Horizontal"), 0, 0);
         move(movement);
     }
     void OnCollisionEnter(Collision collision)
     {
         onGround = true;
         currentJump = 0;
         isDashing = true;
     }
 
     void jump()
     {
        if(Input.GetKeyDown("space") && (onGround || maxJump > currentJump))
        {
             playerRb.velocity = Vector3.up * jumpForce;
             onGround = false;
             currentJump++;
        } 
     }
 
     void move(Vector3 direction)
     {
         playerRb.MovePosition((Vector3)transform.position + (direction * speed * Time.deltaTime));
     }
     void Dashing()
     {
         if(Input.GetKeyDown(KeyCode.LeftShift) && isDashing == true)
         {
             playerRb.velocity = transform.right * dashSpeed;
             isDashing = false;
         }  
 
     }
 }

Any help is appreciated. Thank you.

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