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Question by unity_PST · Jun 01, 2012 at 05:55 PM · camerajavascriptcontrolsspaceworld

camera movement in world space, but when the rotated on y axis

I am trying to make a camera that moves exactly like the scene view camera. The camera in the scene view only moves in the x-z plane no matter what the rotation is. meaning, if you change the rotation it doesn't go right through the planar landscape in a game. But with current code. When the point the point the camera into the landscape and I press forward it would go right through it. would like it move only x and z axis.

    function Start () {
 
 }
 
 var speed = 5.0f;
 var movement = Vector3.zero;
 
 function Update () {
 
    movement.z = Input.GetAxis("Vertical");
    movement.x = Input.GetAxis("Horizontal");
   
    transform.Translate(movement * speed * Time.deltaTime, Space.self);                           
 
 }
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Answer by Wolfram · Jun 02, 2012 at 12:28 AM

One solution would be to store the transform's y position, and reset it to that value after you've done your translation:

 ...
 var originalHeight=transform.position.y;
 transform.Translate(movement * speed * Time.deltaTime, Space.self);
 transform.position.y=originalHeight;

Note that your forward/backward movement will become very slow if you are looking way up/down. To compensate for this, scale your movement.z by the factor determined by that angle:

 // place your two movement assignments here
 var planarForward=transform.forward;
 planarForward.y=0;
 movement.z /= planarForward.magnitude;

EDIT: Note the shift in height is exactly movement.z*transform.forward.y, so instead of the originalHeight method you could just use:

 movement.y=-movement.z*transform.forward.y;
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avatar image unity_PST · Jun 21, 2012 at 03:52 PM 0
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Thank you for the idea. I couldn't get your script to work, but I understood what you were telling.

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