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Question by ruggeroc · Feb 12, 2014 at 02:37 PM · rotationcontrolleraxisorientation

Maintain direction regardless of orientation (2)

Hi everyone,

I'm pretty new to Unity. I've been watching tutorials, read the threads I could find (this one is close) and references, but been stuck for a couple days now and I would really like to ask. I have set a capsule as a parent and a camera as a child. It is basically a first person controller. The capsule handles all the movements and has a CharacterController attached to it. The way it is currently moved is this:

 var myController : CharacterController;
 myController = GetComponent(CharacterController);
 
 var movementVector : Vector3 = Vector3
                                 (Input.GetAxis("Horizontal")*sp*Time.deltaTime, 
                                   0, 
                                   Input.GetAxis("Vertical")*sp*Time.deltaTime);
 
 // MOVE!
 myController.Move(movementVector);

then I attached the MouseLook script to the camera child to handle rotation. I've checked and it goes through here:

 if (axes == RotationAxes.MouseXAndY)
         {    
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
 
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
 
             rotationDeg = new Vector3(-rotationY, rotationX, 0);
             transform.localEulerAngles = rotationDeg;
         }

In the end, I'm able to move and rotate, but when I rotate the axis do not change their orientation. I've read about and tried

 transform.TransformDirection(rotationDeg);

but it does not seem to work as it changes the axis in the scene panel but the keys keep being mapped to the original axis orientation. Is this a matter of local vs global? I can't seem to get it right.

Please don't mind if one script is in C# and the other in Js. It's not an issue of passing values from C# to Js. The problem is just with the principle. Thanks in advance.

Cheers,

Ruggero

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Answer by ruggeroc · Feb 14, 2014 at 09:48 PM

I've found a post that solves the issue!

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