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Question by Thomas-Hawk · Dec 13, 2016 at 11:22 PM · cameracharacter controllercharacter movementthird person controller

How to have Character controller moving in relation to the camera, and rotating in the direction of movement?

No matter how I configure Controller.Move set up to read my movement vector, the movement forward is always to a fixed sort of "north". I need the movement of my player to be relative to the camera's current view, so that "up" is always "away from the camera", and the rotation to be relative to the movement direction, so that "left" is always "to the left of the viewport", which would rotate to follow the player in its own script. So the player could hold left or right to run in a circle around the camera, or forward or back to go towards or away from the camera. In my camera script, the camera automatically re-follows behind the player if the player gets a certain distance from the camera, and rotates to look at the player always. I just need to turn my joystick's "InputDirection" vector: using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using System.Collections;

 public class VirtualJoystick : MonoBehaviour, IDragHandler, IPointerUpHandler, IPointerDownHandler
 {
     public Image bgImg;
     public Image joystickImg;
     public Vector3 InputDirection{ set; get; }
 
     private void Start()
     {
 //        bgImg = GetComponent<Image> ();
 //        joystickImg = transform.GetChild(0).GetComponent<Image> ();
         InputDirection = Vector3.zero;
         joystickImg.enabled = false;
 
     }
     public virtual void OnDrag(PointerEventData ped)
     {
         joystickImg.enabled = true;
         Vector2 pos = Vector2.zero;
         if(RectTransformUtility.ScreenPointToLocalPointInRectangle
             (bgImg.rectTransform,
                 ped.position,
                 ped.pressEventCamera,
                 out pos)) 
         {
             pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
             pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);
 
             float x = (bgImg.rectTransform.pivot.x == 1) ? pos.x * 2 + 1 : pos.x * 2 - 1;
             float y = (bgImg.rectTransform.pivot.y == 1) ? pos.y * 2 + 1 : pos.y * 2 - 1;
 
             InputDirection = new Vector3(x, 0, y);
             InputDirection = (InputDirection.magnitude > 1) ? InputDirection.normalized : InputDirection;
 
             joystickImg.rectTransform.anchoredPosition = 
                 new Vector3(InputDirection.x * (bgImg.rectTransform.sizeDelta.x / 3)
                     ,InputDirection.z * (bgImg.rectTransform.sizeDelta.y / 3));
             Debug.Log(InputDirection);
         }
     }
     public virtual void OnPointerDown(PointerEventData ped)
     {
         OnDrag (ped);
     }
     public virtual void OnPointerUp(PointerEventData ped)
     {
         InputDirection = Vector3.zero;
         joystickImg.transform.position = Vector3.zero;
         joystickImg.enabled = false;
     }
 }
 
 

into one that moves my character controller left, right towards, or away from, the camera's front rotation / viewport.

But like I said, no matter how I was plugging that into a movement vector, or rotation, I couldn't quite get the affect, "Up" is consistently the same direction, unaffected by the camera or rotation of the character.

Simplistically, if I can get the joystick to rotate my character relative to the camera, I can then at least say "If either joystick axis is off 0, move forward relative to the current rotation", but even trying to do that has resulted in moving that same "north" direction, regardless of my current rotation.

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