Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by dannywilliams · Mar 04, 2016 at 12:16 PM · movementcamera movement

I have a little issue with top down movement using the camera orientation.

Hello, my game currently uses controls based off of the direction that the camera is facing, I have no issues using this method during side-view and third person. But when I use the following code:

 if (Input.GetKey (KeyCode.LeftArrow)) 
                 {
                     transform.position -= Camera.main.transform.right * speed;
                 }
                 if (Input.GetKey (KeyCode.RightArrow)) 
                 {
                     transform.position += Camera.main.transform.right * speed;
                 }
                 if (Input.GetKey (KeyCode.UpArrow)) 
                 {
                     movement = transform.position += (Camera.main.transform.up);
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.up);
                 }
                 if (Input.GetKey (KeyCode.DownArrow)) 
                 {
                     movement = transform.position -= (Camera.main.transform.up);
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.up));
                 }
 
 
                 if (Input.GetAxis ("LeftStickHorizontal") > 0f) 
                 {
                     movement = transform.position += Camera.main.transform.right * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.right);
                 }
                 if (Input.GetAxis ("LeftStickHorizontal") < 0f) 
                 {
                     movement = transform.position -= Camera.main.transform.right * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.right));
                 }
 
                 if (Input.GetAxis ("LeftStickVertical") < 0f) 
                 {
                     movement = transform.position += (Camera.main.transform.up);
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.up);
                 }
                 if (Input.GetAxis ("LeftStickVertical") > 0f) 
                 {
                     movement = transform.position -= (Camera.main.transform.up);
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.up));
                 }

The top view seems to cause some issues.

The side-view uses this code:

 if (Input.GetKey (KeyCode.RightArrow)) {
                     movement = transform.position += Camera.main.transform.right * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.right);
                 }
                 else if (Input.GetKey (KeyCode.LeftArrow)) {
                     movement = transform.position -= Camera.main.transform.right * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.right));
                 }
                 if (Input.GetKey (KeyCode.UpArrow)) {
                     movement = transform.position += Camera.main.transform.forward * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.forward);
                 }
                 else if (Input.GetKey (KeyCode.DownArrow)) {
                     movement = transform.position -= Camera.main.transform.forward * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.forward));
                 }
 
 
                 if (Input.GetAxis ("LeftStickHorizontal") > 0f) {
                     movement = transform.position += Camera.main.transform.right * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.right);
                 }
                 if (Input.GetAxis ("LeftStickHorizontal") < 0f) {
                     movement = transform.position -= Camera.main.transform.right * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.right));
                 }
                 if (Input.GetAxis ("LeftStickVertical") < 0f) {
                     movement = transform.position += Camera.main.transform.forward * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (Camera.main.transform.forward);
                 }
                 if (Input.GetAxis ("LeftStickVertical") > 0f) {
                     movement = transform.position -= Camera.main.transform.forward * speed;
                     hammy.transform.rotation = Quaternion.LookRotation (-(Camera.main.transform.forward));
                 }

It seems to have the up and negative up as some incredible speed. I can fix this by dividing the transform by any integer but was wondering if there was any other fix which doesn't make me divide.

Thanks,

Danny.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Any scrips that is like WOW or GW2 movement? 0 Answers

How to Move the Object According to Image tracking 0 Answers

Make the camera follow the highest player up but not down. 0 Answers

transform.forward giving unwanted movement 1 Answer

2.5D Platformer - Dashing towards the character is moving.,2.5D platformer - Dashing left and right while moving 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges