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Question by ISAKUPOLY · Nov 12, 2020 at 11:56 PM · charactercontrollercamera-movementcharacter movement

Making the character move where the camera is looking

I have a nice working camera script and a playermovement script but I want the character's forward to be relative to my camera...

here is my character script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BiboxController : MonoBehaviour
 {
     public float moveSpeed;
     public float rotationSpeed;
     private Vector3 movementVector;
 
     private Rigidbody rBody;
     private Animator anim;
 
     private void Awake()
     {
         rBody = GetComponent<Rigidbody>();
         anim = GetComponent<Animator>();
     }
 
     private void Update()
     {
         float h = Input.GetAxisRaw("Horizontal");
         float v = Input.GetAxisRaw("Vertical");
 
         movementVector = new Vector3(h, 0, v);
 
         if (movementVector != Vector3.zero)
         { 
             transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movementVector), rotationSpeed);
         }
 
         Move();
     }
 
     private void Move()
     {
         movementVector = movementVector.normalized * moveSpeed * Time.deltaTime;
         rBody.MovePosition(transform.position + movementVector);
 
         bool IsRunning = movementVector.x != 0f || movementVector.z != 0f;
         anim.SetBool("IsRunning", IsRunning);
     }
 }



And here is my camerascript:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ThirdPersonCameraController : MonoBehaviour {
 
     public float RotationSpeed = 3;
     public Transform Target, Player, cam;
     float mouseX, mouseY;
 
     void Start ()
     {
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
     }
     
     void LateUpdate()
     {
         CamControll();
     }
 
     void CamControll()
     {
         mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
         mouseY -= Input.GetAxis("Mouse Y") * RotationSpeed;
         mouseY = Mathf.Clamp(mouseY, -35, 60);
 
         transform.LookAt(Target);
 
         Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
         Player.rotation = Quaternion.Euler(mouseY, mouseX, 0);
 
         
     }
 }

Easy solutions would be very nice since I'm not really much experienced in this ^^'

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