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Question by mohamedmahdy52008 · Jun 25, 2021 at 08:58 AM · movementdirection

make the player move in his local direction

i am making a car game and the car is moving in the global direction i want to move it it in his local direction.

this is the code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class carmovement : MonoBehaviour
 {
     private const string HORIZONTAL = "Horizontal";
     private const string VERTICAL = "Vertical";
 
     private float horizontalInput;
     private float verticalInput;
     private float currentSteerAngle;
     private float currentbreakForce;
     private bool isBreaking;
     public Rigidbody rb;
     public float drag;
 
     [SerializeField] private float motorForce;
     [SerializeField] private float breakForce;
     [SerializeField] private float maxSteerAngle;
 
     [SerializeField] private WheelCollider frontLeftWheelCollider;
     [SerializeField] private WheelCollider frontRightWheelCollider;
     [SerializeField] private WheelCollider rearLeftWheelCollider;
     [SerializeField] private WheelCollider rearRightWheelCollider;
 
     [SerializeField] private Transform frontLeftWheelTransform;
     [SerializeField] private Transform frontRightWheeTransform;
     [SerializeField] private Transform rearLeftWheelTransform;
     [SerializeField] private Transform rearRightWheelTransform;

     public GameObject text;
 
     private void Update()
     {
         rb.AddForce(0, 0, 100000 * Time.deltaTime);
     }
     private void FixedUpdate()
     {
         GetInput();
         HandleMotor();
         HandleSteering();
         UpdateWheels();
         if (Input.GetKey(KeyCode.Space))
         {
             rb.drag = drag;
         }
         if (Input.GetKey(KeyCode.Space) && !Input.GetKey(KeyCode.UpArrow))
         {
             rb.drag = drag;
             motorForce = 0;
         }
         if (!Input.GetKey(KeyCode.UpArrow))
         {
             motorForce = 0;
             rb.drag = drag;
         }
         if (!Input.GetKey(KeyCode.DownArrow))
         {
             motorForce = 0;
             rb.drag = drag;
         }
         if (Input.GetKey(KeyCode.UpArrow))
         {
             motorForce = 100;
             rb.drag = 0;
         }
         if (!Input.GetKey(KeyCode.Space))
         {
             rb.drag = 0;
         }
     }
     private void GetInput()
     {
         horizontalInput = Input.GetAxis(HORIZONTAL);
         verticalInput = Input.GetAxis(VERTICAL);
         isBreaking = Input.GetKey(KeyCode.Space);
     }
     private void HandleMotor()
     {
         frontLeftWheelCollider.motorTorque = verticalInput * motorForce;
         frontRightWheelCollider.motorTorque = verticalInput * motorForce;
         currentbreakForce = isBreaking ? breakForce : 0f;
         ApplyBreaking();
     }
     private void ApplyBreaking()
     {
         frontRightWheelCollider.brakeTorque = currentbreakForce;
         frontLeftWheelCollider.brakeTorque = currentbreakForce;
         rearLeftWheelCollider.brakeTorque = currentbreakForce;
         rearRightWheelCollider.brakeTorque = currentbreakForce;
     }
     private void HandleSteering()
     {
         currentSteerAngle = maxSteerAngle * horizontalInput;
         frontLeftWheelCollider.steerAngle = currentSteerAngle;
         frontRightWheelCollider.steerAngle = currentSteerAngle;
     }
     private void UpdateWheels()
     {
         UpdateSingleWheel(frontLeftWheelCollider, frontLeftWheelTransform);
         UpdateSingleWheel(frontRightWheelCollider, frontRightWheeTransform);
         UpdateSingleWheel(rearRightWheelCollider, rearRightWheelTransform);
         UpdateSingleWheel(rearLeftWheelCollider, rearLeftWheelTransform);
     }
     private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform)
     {
         Vector3 pos;
         Quaternion rot;
         wheelCollider.GetWorldPose(out pos, out rot);
         wheelTransform.rotation = rot;
         wheelTransform.position = pos;
     }
     private void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.CompareTag("car"))
         {
             text.SetActive(true);
             Invoke("distroy", 2);
         }
     }
     void distroy()
     {
         text.SetActive(false);
     }
 }
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