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Question by hanaharu7 · Jul 07, 2015 at 06:55 AM · movementdirectioncontrolreverseinvert

Movement inverts when changing direction

Hello!

Having an annoying issue when moving my player around a scene. When facing right the up and down buttons work as they should, but when I face left the up and down buttons are inverted.

     void movement ()
     
     {
 
         position = transform.TransformDirection(Vector3.right)*speed;
 
         if(Input.GetKey(KeyCode.LeftArrow))
         {
             transform.eulerAngles = new Vector3(0,180);
             FacingRight= false;
             {
                 controller.Move(position * Time.deltaTime);
             }
         }
         if (Input.GetKey (KeyCode.RightArrow)) 
         {
             transform.eulerAngles = new Vector3 (0,0);
             FacingRight = true;
             {
                 controller.Move (position * Time.deltaTime);
             }
         }
         if (Input.GetKey (KeyCode.DownArrow))
         {
             controller.Move(-transform.forward * speed * Time.deltaTime);
 
         }
         if (Input.GetKey (KeyCode.UpArrow)) 
         {
             controller.Move(transform.forward * speed * Time.deltaTime);
 
         }
     }

I tried using transform.Translate instead of controller.Move for the up and down arrows. While it did move correctly, It caused the player to move through objects/ colliders didn't interact with the object.

Any help would be greatly appreciated

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Answer by Nanity · Jul 07, 2015 at 07:37 AM

Is this 2D or 3D? Because with this code you limit your movement to one axis. Try this for 3D movement on a plane:

      void movement ()
      
      {
          float turnspeed = 30.0f; //play with this value
          
          if(Input.GetKey(KeyCode.LeftArrow))
          {
              FacingRight = false;
              transform.rotation *= Quaternion.AngleAxis(turnspeed*Time.deltaTime,Vector3.up);
          }
          if (Input.GetKey (KeyCode.RightArrow)) 
          {
              FacingRight = true;
              transform.rotation *= Quaternion.AngleAxis(-turnspeed*Time.deltaTime,Vector3.up);
          }
          if (Input.GetKey (KeyCode.DownArrow))
          {
              controller.Move(-transform.forward * speed * Time.deltaTime);
  
          }
          if (Input.GetKey (KeyCode.UpArrow)) 
          {
              controller.Move(transform.forward * speed * Time.deltaTime);
  
          }
      }

If left and right are wrong, swap the minus from the turnspeed.

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avatar image hanaharu7 · Jul 07, 2015 at 08:17 AM 0
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Sorry about the confusion, It is in 3d but what I'm going for is Castle crashers/Scott pilgrim 2d sort of movement. So the player will either be facing right of left; and moving left, right, toward, and away from the camera.

avatar image Nanity · Jul 07, 2015 at 10:51 PM 0
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Then it should be:

      void movement ()
      
      {
          if(Input.Get$$anonymous$$ey($$anonymous$$eyCode.LeftArrow))
          {
              FacingRight = false;
              transform.rotation = LookRotation(Vector3.left, Vector3.up);
              controller.$$anonymous$$ove(Vector3.left * speed * Time.deltaTime);
          }
          if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.RightArrow)) 
          {
              FacingRight = true;
              transform.rotation = LookRotation(Vector3.right, Vector3.up);
              controller.$$anonymous$$ove(Vector3.right * speed * Time.deltaTime);
          }
          if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.DownArrow))
          {
              controller.$$anonymous$$ove(Vector3.back * speed * Time.deltaTime);
          }
          if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.UpArrow)) 
          {
              controller.$$anonymous$$ove(Vector3.forward * speed * Time.deltaTime);
          }
      }

You may have to rotate your scene and camera according to the axis of the world.

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