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This question was closed Jan 03, 2018 at 02:50 PM by Wi8games for the following reason:

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Question by Wi8games · Apr 12, 2017 at 11:53 AM · cameracontrollerroll a ball

need help with rolling ball camera script!

Hello, i need help with my game, my camera rotates only left and right but not up and down. And when i turn my camera left and press W it goes forward but not where my camera is looking. To see what im saying you can download the game on: https://wi8games.itch.io/rollin-free. All i need is to rotate my camera 360 degrees and when i turn my camera left or right i want a ball to go where camera is facing. I need this really fast because the game is out already.

my camera script:

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class CameraMovement : MonoBehaviour {

 public float turnSpeed = 7.0f;
 public GameObject DeathScreen;
 public Transform player;
 public Transform PauseMenu1;

 public float height = 2f;
 public float distance = 5f;

 private Vector3 offsetX;

 void Start()
 {

     offsetX = new Vector3(0, height, distance);
 }

 void Update()
 {
     PauseDeathScreen();


 }

 void LateUpdate()
 {
     offsetX = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offsetX;
     transform.position = player.position + offsetX;
     transform.LookAt(player.position);

     if (PauseMenu1.gameObject.activeInHierarchy)
     {
         turnSpeed = 0;

     }
     else
         turnSpeed = 7.0f;

}

 void PauseDeathScreen()
 {

     if (DeathScreen.gameObject.activeInHierarchy)
     {
         turnSpeed = 0;


     }
 }

}

My player controller script:

using System.Collections; using UnityEngine.UI; using UnityEngine; using UnityEngine.SceneManagement;

public class PlayerController : MonoBehaviour { public float JumpHeight = 500; public float speed; public float maxSpeed; public Text countText;

 public string nextLevelName;
 public int coinCountToNextLevel;

 private Rigidbody rb;
 private int count;
 private Transform camTransform;
 public jojstick joystick;

 public float slowDownFactor = 0.05f;
 public float slowdownLenght = 0.05f;


 void Start()
 {
     rb = GetComponent<Rigidbody>();
     count = 0;
     SetCountText();
 }

 void FixedUpdate()
 {
         Vector3 dir = Vector3.zero;
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");
     //dir.x = joystick.Horizontal();
     //dir.z = joystick.Vertical();

     Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

     rb.AddForce(movement * speed);
 }
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.CompareTag("Pick Up"))
     {
         other.gameObject.SetActive(false);
         count = count + 1;
         SetCountText();
     }
 }

 void SetCountText()
 {
     countText.text = "Coins: " + count.ToString();
 }
 void Update()
 {
     if (rb.velocity.magnitude > maxSpeed)
     {
         rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxSpeed);
     }

         if (count >= coinCountToNextLevel)
     {
         Debug.Log("Loading Next Scene");
         SceneManager.LoadScene(nextLevelName);
         Cursor.lockState = CursorLockMode.Confined;
         Cursor.lockState = CursorLockMode.None;
         Cursor.visible = true;
     }
     SlowDownTheTime();
     NormalizeTime();
     //Jump();
 }

 //void Jump()
 //{
 //if (Input.GetKeyDown(KeyCode.Space))
 //{
 //rb.AddForce(Vector3.up * JumpHeight);
 //}
 //}

 void SlowDownTheTime()
 {
     if (Input.GetKeyDown("e"))

         Time.timeScale = slowDownFactor;
         Time.fixedDeltaTime = Time.timeScale * .02f;
 }
 void NormalizeTime()
 {
     if (Input.GetKeyDown("r"))

         Time.timeScale = 1;
 }

}

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