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Question by drago2308 · Oct 11, 2014 at 10:09 PM · rotationplayercontrollervelocitydirection

Objects Rotation to modify Objects transform velocity/Direction of travel

Hi, So I'm trying to make a 2.5d game, And i have created a script that modifies the players rotation when the player hits a certain way point, this is for the exploration of the extra .5d. However even though the player rotation is changed the character continues on its way to the right Ignoring the rotation. I am using the default script from the Mobile assets called side scroll control.

 //////////////////////////////////////////////////////////////
 // SidescrollControl.js
 //
 // SidescrollControl creates a 2D control scheme where the left
 // pad is used to move the character, and the right pad is used
 // to make the character jump.
 //////////////////////////////////////////////////////////////
 
 #pragma strict
 
 @script RequireComponent( CharacterController )
 
 // This script must be attached to a GameObject that has a CharacterController
 var moveTouchPad : Joystick;
 var jumpTouchPad : Joystick;
 
 var forwardSpeed : float = 4;
 var backwardSpeed : float = 4;
 var jumpSpeed : float = 16;
 var inAirMultiplier : float = 0.25;                    // Limiter for ground speed while jumping
 
 private var thisTransform : Transform;
 private var character : CharacterController;
 private var velocity : Vector3;                        // Used for continuing momentum while in air
 private var canJump = true;
 
 function Start()
 {
     // Cache component lookup at startup instead of doing this every frame        
     thisTransform = GetComponent( Transform );
     character = GetComponent( CharacterController );    
 
     // Move the character to the correct start position in the level, if one exists
     var spawn = GameObject.Find( "PlayerSpawn" );
     if ( spawn )
         thisTransform.position = spawn.transform.position;
 }
 
 function OnEndGame()
 {
     // Disable joystick when the game ends    
     moveTouchPad.Disable();    
     jumpTouchPad.Disable();    
 
     // Don't allow any more control changes when the game ends
     this.enabled = false;
 }
 
 function Update()
 {
     var movement = Vector3.zero;
 
     // Apply movement from move joystick
     if ( moveTouchPad.position.x > 0 )
         movement = Vector3.right * forwardSpeed * moveTouchPad.position.x;
     else
         movement = Vector3.right * backwardSpeed * moveTouchPad.position.x;
     
     // Check for jump
     if ( character.isGrounded )
     {        
         var jump = false;
         var touchPad = jumpTouchPad;
             
         if ( !touchPad.IsFingerDown() )
             canJump = true;
         
          if ( canJump && touchPad.IsFingerDown() )
          {
             jump = true;
             canJump = false;
          }    
         
         if ( jump )
         {
             // Apply the current movement to launch velocity        
             velocity = character.velocity;
             velocity.y = jumpSpeed;    
         }
     }
     else
     {            
         // Apply gravity to our velocity to diminish it over time
         velocity.y += Physics.gravity.y * Time.deltaTime;
                 
         // Adjust additional movement while in-air
         movement.x *= inAirMultiplier;
 //        movement.z *= inAirMultiplier;
     }
         
     movement += velocity;    
     movement += Physics.gravity;
     movement *= Time.deltaTime;
     
     // Actually move the character    
     character.Move( movement );
     
     if ( character.isGrounded )
         // Remove any persistent velocity after landing    
         velocity = Vector3.zero;
 }

 

So i was wondering what should i change to allow the rotation of the player to influence the velocity or Direction of travel the player takes. Or would i have to change how the rotation script works by adding another variable to change.

Thanks in Advance.

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Answer by robertbu · Oct 12, 2014 at 04:20 AM

Untested, but if you replace lines 54 through 57 but try replacing lines 54 through 57 with:

 // Apply movement from move joystick
     if ( moveTouchPad.position.x > 0 )
         movement = transform.right * forwardSpeed * moveTouchPad.position.x;
     else
         movement = transform.right * backwardSpeed * moveTouchPad.position.x;

Note the change from Vector3 to transform.

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avatar image drago2308 · Oct 12, 2014 at 08:47 AM 0
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Thank you!, I knew that it would be something simple like that just to be annoying... Well I tested it and it works.

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